From 03fcea6655180bc0bee5577949d8e5a2a064d183 Mon Sep 17 00:00:00 2001 From: boo3 Date: Sat, 12 Oct 2024 17:26:33 +0200 Subject: [PATCH] Edit --- .gitignore | 2 +- gfx.cfg | 2193 +++++---------------------- local-map.cfg | 3 +- producthud_temporary_cfg_backup.cfg | 595 ++++++++ settings.cfg | 11 +- tweaks/scripts.cfg | 2 + 6 files changed, 1019 insertions(+), 1787 deletions(-) create mode 100644 producthud_temporary_cfg_backup.cfg diff --git a/.gitignore b/.gitignore index a6a786c..ed4181d 100644 --- a/.gitignore +++ b/.gitignore @@ -13,4 +13,4 @@ sixense_bindings.cfg replay_example.cfg mtp.cfg config_default.cfg -config.cfg +config.cfg \ No newline at end of file diff --git a/gfx.cfg b/gfx.cfg index c85fe30..f54dfac 100644 --- a/gfx.cfg +++ b/gfx.cfg @@ -1,1784 +1,423 @@ -// ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ -// '~~~ 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 +// Unexplained crashes? Try changing mat_queue_mode to `-1'. +// ---------------------------------------------------------------------------- +// Comanglia' stability config inspired by chris, designed to get you a large performance boost +// v1.1 | 18 December 2015 | +// ---------------------------------------------------------------------------- +// Launch options: +// You should remove -dxlevel xx from the launch options for superior stability with +// ALT+Tabbing +// +// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid +// Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid +// -useforcedmparms -noforcemaccel -noforcemspd // All of these are outdated and don't matter anymore +// +// DX Levels +// -dxlevel 80, -dxlevel 81, -dxlevel 90, -dxlevel 91, -dxlevel 95, -dxlevel 98 +// if you can use -dxlevel 81 USE IT your fps will be significantly more stable, some Nvidia users may experience a weird strobing effect (some series of outdated nvidia drivers remove this affect) +// ---------------------------------------------------------------------------- + +// ---------------------------------------------------------------------------- +// FPS cap +// ---------------------------------------------------------------------------- +// The primary benefit of an FPS cap is to make the FPS more stable, other than +// that, it doesn't do a lot. A moderate, consistent framerate is much more +// desirable than a variable but sometimes high framerate. A common +// misconception is that if any more frames are generated than your monitor can +// display, they are useless. This is wrong -- frames are used for much more +// than mere display, and affect the way the game feels well past your +// refresh rate. +// ---------------------------------------------------------------------------- +cl_showfps 0 // Turning this FPS meter on actually decreases fps by about 3%-4% +fps_max 0 // fps caps on PCs that consistently meet that cap causes horrible input lag when attempting to turn/aim +//fps_max 132 // I'm leaving this in here though because some PCs (usually laptops) tend to overheat and have microstutters without frame caps. +sv_cheats 0 + +// ---------------------------------------------------------------------------- +// Sprays +// ---------------------------------------------------------------------------- +// Bear in mind that these are disabled on war servers due to `sv_pure 2' +// anyway, so if you play competitive TF2, this won't help you. +// ---------------------------------------------------------------------------- + +// Disable sprays +cl_playerspraydisable 1 +r_spray_lifetime 0 + +// Enable sprays -- uncomment this section if you want these settings +//cl_playerspraydisable 0 +//r_spray_lifetime 2 + +// ---------------------------------------------------------------------------- +// Shadows +// ---------------------------------------------------------------------------- + +// Disable shadows +r_shadowmaxrendered 0 +r_shadowrendertotexture 0 +r_shadows 0 +nb_shadow_dist 0 + +// Enable shadows -- I highly recommend keeping them off if you're frequently near or below the refresh rate of your monitor as you'll lose about 15-20% of your framerate +//mat_shadowstate 1 +//r_shadowmaxrendered 11 +//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by + // competitive TF2 players to see opponents standing + // near the other side of a wall. You may see some + // performance loss from setting this to `1'. +//r_shadows 1 +//nb_shadow_dist 400 + +// ---------------------------------------------------------------------------- +// Facial features +// ---------------------------------------------------------------------------- + +// Disable facial features +r_eyes 0 +r_flex 0 +r_lod 2 +r_rootlod 2 +r_teeth 0 +r_eyemove 0 +r_eyeshift_x 0 +r_eyeshift_y 0 +r_eyeshift_z 0 +r_eyesize 0 +blink_duration 0 + +// Enable facial features -- turning them on lowers framerate by 5ish% +//r_eyes 1 +//r_flex 1 +//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled. +//r_rootlod 1 +//r_teeth 1 + +// ---------------------------------------------------------------------------- +// Ragdolls +// ---------------------------------------------------------------------------- +// You will have reduced performance on deaths which produce ragdolls. +// ---------------------------------------------------------------------------- + +// Disable ragdolls +cl_ragdoll_fade_time 0 +cl_ragdoll_forcefade 1 +cl_ragdoll_physics_enable 0 +g_ragdoll_fadespeed 0 +g_ragdoll_lvfadespeed 0 +ragdoll_sleepaftertime 0 + +// Enable ragdolls -- lowers by 10ish% +//cl_ragdoll_fade_time 15 +//cl_ragdoll_forcefade 0 +//cl_ragdoll_physics_enable 1 +//g_ragdoll_fadespeed 600 +//g_ragdoll_lvfadespeed 100 +//ragdoll_sleepaftertime "5.0f" + +// ---------------------------------------------------------------------------- +// Gibs +// ---------------------------------------------------------------------------- +// You will have reduced performance on deaths which produce gibs. +// ---------------------------------------------------------------------------- + +// Disable gibs +cl_phys_props_enable 0 +cl_phys_props_max 0 +props_break_max_pieces 0 +r_propsmaxdist 1 +violence_agibs 0 +violence_hgibs 0 + +// Enable gibs -- 6-7% less framerate +//cl_phys_props_enable 1 +//cl_phys_props_max 128 +//props_break_max_pieces -1 +//r_propsmaxdist 1000 +//violence_agibs 1 +//violence_hgibs 1 + +// ---------------------------------------------------------------------------- +// Graphical +// ---------------------------------------------------------------------------- +// Now we come to the main brunt of the config. You probably don't want to mess +// with this. +// ---------------------------------------------------------------------------- +prop_active_gib_limit 0 +props_break_max_pieces_perframe 0 +fov_desired 90 +cl_hud_playerclass_use_playermodel 0 // adds another hud element -3% frames +mat_phong 0 // some people don't like this on I prefer it on for sniper though +cl_muzzleflash_dlight_1st 0 +cl_detaildist 0 +cl_detailfade 0 +cl_drawmonitors 0 +cl_ejectbrass 0 +cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones +cl_new_impact_effects 0 +cl_show_splashes 0 +cl_rumblescale 0 +cl_showhelp 0 +cl_showpluginmessages 0 +cl_debugrumble 0 +func_break_max_pieces 0 +glow_outline_effect_enable 0 // Cart glow effect. +lod_transitiondist 0 +//mat_antialias 1 // apparently having this in config can break the mumble overlay for some users +mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause + // a strange `shine' effect to appear on all players. - Chris + // In the past I wasn't able to prove that disabling this was significant, + // it effects fps by about 1% after several checks - Comanglia +mat_colcorrection_disableentities 1 +mat_colorcorrection 0 +mat_disable_bloom 1 +mat_disable_fancy_blending 1 +mat_disable_lightwarp 1 +mat_envmapsize 8 +mat_envmaptgasize 8 +mat_filterlightmaps 1 +mat_filtertextures 1 +mat_forceaniso 1 +mat_hdr_level 0 +mat_autoexposure_max 0 +mat_autoexposure_min 0 +mat_bloomscale 0 +mat_bloom_scalefactor_scalar 0 +mat_debug_postprocessing_effects 0 +mat_debugdepth 0 +mat_disable_bloom 1 +mat_postprocessing_combine 0 +mat_non_hdr_bloom_scalefactor 0 +mat_bufferprimitives 1 +mat_compressedtextures 1 +mat_forcemanagedtextureintohardware 0 +mat_framebuffercopyoverlaysize 0 +mat_hdr_enabled 0 +mat_hdr_manual_tonemap_rate 0 +mat_mipmaptextures 1 +mat_non_hdr_bloom_scalefactor 0 +mat_showlightmappage -1 +mat_softwarelighting 0 +mat_software_aa_blur_one_pixel_lines 0 +mat_software_aa_edge_threshold 9 +mat_software_aa_quality 0// was 9 +mat_software_aa_strength 0 +mat_software_aa_strength_vgui 0 +mat_software_aa_tap_offset 0 +mat_software_aa_quality 0 +mat_texture_limit -1 +mat_use_compressed_hdr_textures 0 +mem_max_heapsize 2048 +mod_forcedata 1 +mod_forcetouchdata 1 +mat_max_worldmesh_vertices 512 +mat_monitorgamma 2.2 // Controls brightness, try 1.8 to make it brighter or 2.2 + // to get it darker. Only works in fullscreen. +mat_parallaxmap 0 +mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking + // at a range from -1 to 2, -1 being the best quality, 2 being the + // worst. - Doesn't really matter much what you set this too if you're cpu bound +mat_reducefillrate 1 +mat_reduceparticles 1 +mat_specular 1 // Controls specularity. Setting this to 0 will make ubers + // non-shiny, and will remove some specular effects from in-game + // entities which support it. - Setting this to 0 while trilinear is off lowers framerate for reasons I don't understand +mat_trilinear 1 +mat_viewportscale 1 // Almost no performance gain from viewport upscaling. +mat_viewportupscale 1 +mat_wateroverlaysize 1 +mp_decals 9 // - Just keep this below 60ish and you shouldn't notice much different at all maybe .5 average fps for every 30-40 decals +r_3dsky 0 +r_ambientboost 0 +r_ambientfactor 0 +r_ambientmin 0 +r_cheapwaterend 1 +r_cheapwaterstart 1 +r_decals 9 +r_maxmodeldecal 9 +r_decalstaticprops 0 +r_decal_cullsize 15 +r_drawdetailprops 0 +r_drawmodeldecals 0 +r_drawflecks 0 +r_dynamic 0 +r_flashlightdepthtexture 0 +r_forcewaterleaf 1 +r_lightaverage 0 +r_maxnewsamples 0 +r_maxsampledist 1 +r_bloomtintb 0 +r_bloomtintexponent 0 +r_bloomtintg 0 +r_bloomtintr 0 +r_occlusion 1 +r_pixelfog 1 +r_propsmaxdist 0 +r_renderoverlayfragment 0 +r_staticprop_lod 4 +r_waterdrawreflection 0 +r_waterdrawrefraction 1 +r_waterforceexpensive 0 +r_waterforcereflectentities 0 +r_drawtracers_firstperson 0 // should give a small fps boost in 1st person +r_dopixelvisibility 0 +r_drawbatchdecals 0 +r_hunkalloclightmaps 0 +r_lightcache_zbuffercache 0 +r_PhysPropStaticLighting 0 +rope_averagelight 0 +rope_collide 0 +rope_rendersolid 0 +rope_shake 0 +rope_smooth 0 +rope_subdiv 0 +rope_wind_dist 0 +tf_particles_disable_weather 1 // Disable weather effects on maps supporting + // it, for example, setting this to `1' + // disables rain effects on *_sawmill. +tracer_extra 0 +violence_ablood 1 // framerates on -most- pcs are higher with these on +violence_hblood 1 +mat_motion_blur_enabled 0 // just incase anyone has this added before loading my cfg +mat_motion_blur_forward_enabled 0 +mat_motion_blur_strength 0 +r_worldlightmin 0.0001 +r_worldlights 0 +mp_usehwmmodels -1 +mp_usehwmvcds -1 + +// ---------------------------------------------------------------------------- +// Misc +// ---------------------------------------------------------------------------- +in_usekeyboardsampletime 0 +mat_clipz 1 // FX card users should set this to 0 +mat_forcehardwaresync 0 +mat_levelflush 1 +//m_rawinput 0 // Turn on raw mouse input. Commented out by default due to + // silly incompatibility with the Xfire overlay. You should use + // it if you can! - WHO USES XFIRE ANYMORE? +mat_vsync 0 // Turn off vsync to avoid nasty I/O latency. +r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be + // performed on the GPU (as opposed to on the CPU). The + // value `-1' autodetects hardware support for this + // feature, which is safer than forcing it. + +ai_expression_optimization 1 +fast_fogvolume 1 +host_thread_mode 0 // Not exactly stable +mod_load_anims_async 1 +mod_load_mesh_async 1 +mod_load_vcollide_async 1 +con_enable 1 +con_filter_enable 1 +con_filter_text_out particle +datacachesize 256 + +// ---------------------------------------------------------------------------- +// Sound +// ---------------------------------------------------------------------------- +// I'd be hesitant to say that you would see a great deal of performance +// improvement from lowering the sound quality, but in my experience as a +// competitive TF2 player, lowering the sound quality makes determination of +// directionality and distance that much easier. You may see a small FPS gain +// with these settings, or you may not, either way will likely have a +// negligible effect on performance. +// ---------------------------------------------------------------------------- dsp_enhance_stereo 0 -snd_defer_trace 1 -snd_noextraupdate 1 +dsp_slow_cpu 1 +snd_async_fullyasync 1 // Having the sound run fully asynchronous has been + // helpful in the past, as it seems to (for whatever + // reason) reduce the number of TDRs experienced during + // gameplay. There's some pretty good information on + // TDRs (nerds only) here: + // http://forums.nvidia.com/index.php?showtopic=65161 +snd_pitchquality 0 +snd_spatialize_roundrobin 1 +snd_mixahead .06 // Delay in sound from weapons below .05 has been known to be unstable -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" +// ---------------------------------------------------------------------------- +// Threading +// ---------------------------------------------------------------------------- +mat_queue_mode -1 // mat_queue mode is another frequently asked about cvar, it + // defines the threading method to be used by the material + // system. It has been unstable to use in the past, but + // nowadays it's generally okay. + // + // Here are the possible values: + // -2 legacy default + // -1 default + // 0 synchronous single thread + // 1 queued single thread + // 2 queued multithreaded + // + // If you have problems with the value `2', try setting it to + // `-1'. + // + // As an aside, there are quite a few bugs in the demo system + // that occur when mat_queue_mode is set to a value that is + // not `-1'. If you intend to do work with the demo system, + // maybe you should change this. + // + //After immense testing I've found that default works perfectly + //fine with setting your Thread usage. It automatically set me + //to 2 every time. I'd say it's safer and likely less buggy to + //leave this at -1 than it is at 2. + // + //As a side not I've noticed micro stutters with mat_queue_mode 2 + //at 1000+ fps where mat_queue_mode 1 did not stutter at 1000+ fps -setinfo sound_low "" -setinfo sound_medium "" -setinfo sound_high "" -setinfo sound_very_high "" -setinfo sound_ultra "" +cl_threaded_bone_setup 0 // WARNING if you don't have a Quad-Core CPU or better you SHOULD NOT LEAVE THIS ON +cl_threaded_client_leaf_system 0 // DO NOT ENABLE cause crashes to desktop within 4-5 minutes of gameplay 4/18 2014 +r_queued_decals 0 // lessens the impact of higher decal limits. +r_queued_ropes 1 +r_queued_post_processing 0 // kind of pointless because it's disabled above but if you do like post processing effects keeping this on should lessen the impact on framerate +r_threaded_client_shadow_manager 1 +r_threaded_particles 1 +r_threaded_renderables 1 -// =============== -// '--- Input ---' -// =============== -// ---------------- -// '-- Keyboard --' -// ---------------- -// Keyboard adjustments +// ---------------------------------------------------------------------------- +// HUD +// ---------------------------------------------------------------------------- +hud_saytext_time 10 //Default is 12 and measured in seconds, this is the amount of time chat stays on your screen +voice_enable 1 //Default is 1, This is the voice chat in the game 1 = on, 0 = off +hud_deathnotice_time 5 // Default is 6, This the the death notices that usually appear at the top right of the screen +hud_achievement_glowtime 0 // Default is 2.5, not 100% what this is about a 1.5% fps boost. +hud_achievement_count 0 //Default is 8, Max number of achievements that can be shown on the HUD +hud_achievement_tracker 0 // Default is 1, Show or hide the achievement tracker -//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) +// ---------------------------------------------------------------------------- +// Test Shit +// ---------------------------------------------------------------------------- +cl_localnetworkbackdoor 1 //Network optimizations for Singleplayer, disabling has about a 1-2% fps boost, disabling seems to cause minor jitter. +cl_cloud_settings 0 // I believe this disables cloud syncing of CFGs but not 100% sure +//cl_notifications_show_ingame 0 // Pretty sure this disables Trade/Duel Notifications +sys_minidumpspewlines 500 // Basically the number of lines saved to a log file from console. No FPS boost but 15% lower FPS variance +tf_scoreboard_ping_as_text 1 -// ------------- -// '-- Mouse --' -// ------------- -// Mouse movement and aiming +// ---------------------------------------------------------------------------- +// Misc +// ---------------------------------------------------------------------------- +cl_ask_blacklist_opt_out "1" +cl_ask_favorite_opt_out "1" +sb_dontshow_maxplayer_warning "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_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" +//net_graph 1 // keeping this on actually lowers your framerate by 3-6% depending on the level of net_graph you have it at + // net_graph 1,2,3,4,5 +hud_fastswitch 1 +sv_forcepreload 1 +sv_allow_point_servercommand always -//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" +// ---------------------------------------------------------------------------- +// Print to console +// ---------------------------------------------------------------------------- +echo "---------------------------------------------------------" +echo "Comanglia' stability config loaded. Inspired by Chris config" +echo "---------------------------------------------------------" \ No newline at end of file diff --git a/local-map.cfg b/local-map.cfg index 4fb385f..6d10de5 100644 --- a/local-map.cfg +++ b/local-map.cfg @@ -1,8 +1,9 @@ //CustomConfig -map mvm_ghost_town +map koth_toxic // 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 +sv_cheats 1 diff --git a/producthud_temporary_cfg_backup.cfg b/producthud_temporary_cfg_backup.cfg new file mode 100644 index 0000000..699a3eb --- /dev/null +++ b/producthud_temporary_cfg_backup.cfg @@ -0,0 +1,595 @@ +cfgver "1" +unbindall +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" "player_ready_toggle" +bind "a" "+nmov_moveleft" +bind "b" "lastdisguise" +bind "c" "voice_menu_3" +bind "d" "+nmov_moveright" +bind "e" "voicemenu 0 0" +bind "f" "+inspect" +bind "g" "+taunt" +bind "h" "+use_action_slot_item" +bind "j" "cl_trigger_first_notification" +bind "k" "kill" +bind "l" "dropitem" +bind "m" "open_charinfo_direct" +bind "n" "+quickswitchmenu" +bind "o" "taunt" +bind "q" "lastinv" +bind "r" "+reload" +bind "s" "+nmov_back" +bind "t" "toggleviewmoddel" +bind "u" "say_team" +bind "w" "+nmov_forward" +bind "x" "voice_menu_2" +bind "z" "voice_menu_1" +bind "`" "toggleconsole" +bind "," "changeclass" +bind "." "changeteam" +bind "/" "+voicerecord" +bind "-" "graphtoggle" +bind "ENTER" "say" +bind "SPACE" "+jump" +bind "TAB" "+tabgraph" +bind "ESCAPE" "cancelselect" +bind "SHIFT" "+duck" +bind "CTRL" "+duck" +bind "UPARROW" "load_itempreset 0" +bind "LEFTARROW" "load_itempreset 1" +bind "DOWNARROW" "load_itempreset 3" +bind "RIGHTARROW" "load_itempreset 2" +bind "MOUSE1" "+attack" +bind "MOUSE2" "+attack2" +bind "MOUSE4" "+use_action_slot_item" +bind "MWHEELUP" "invprev" +bind "MWHEELDOWN" "invnext" +replay_editor_camera_length "15" +youtube_http_proxy "" +replay_quitmsg_dontaskagain "0" +replay_movie_reveal_warning "1" +replay_movie_export_last_dir "" +replay_renderqueue_first_add "0" +replay_rendersetting_exportraw "0" +replay_rendersetting_renderglow "0" +replay_editor_fov_mousewheel_multiplier "5" +replay_editor_fov_mousewheel_invert "0" +replay_replayeditor_rewindmsgcounter "0" +replay_enablerenderpreview "1" +youtube_username "" +cl_flipviewmodels "0" +cl_rumblescale "0" +cl_debugrumble "0" +hud_draw_fixed_reticle "0" +cl_thirdperson "0" +cl_team "default" +cl_class "default" +cl_interp_ratio "1" +cl_interp "0" +vr_activate_default "0" +vr_moveaim_mode "3" +vr_moveaim_mode_zoom "3" +vr_moveaim_reticle_yaw_limit "10" +vr_moveaim_reticle_pitch_limit "30" +vr_moveaim_reticle_yaw_limit_zoom "0" +vr_moveaim_reticle_pitch_limit_zoom "-1" +vr_hud_max_fov "60" +vr_hud_forward "500" +vr_hud_display_ratio "0.95" +vr_hud_axis_lock_to_world "0" +vr_zoom_multiplier "2.0" +vr_force_windowed "0" +hud_takesshots "0" +hud_freezecamhide "0" +r_drawtracers_firstperson "0" +glow_outline_effect_enable "0" +cl_showhelp "0" +cl_chatfilters "59" +cl_chatfilter_version "1" +cl_mute_all_comms "1" +cl_enable_text_chat "1" +cc_linger_time "1.0" +cc_predisplay_time "0.25" +cc_subtitles "0" +cc_lang "" +crosshair "1" +cl_observercrosshair "1" +cl_hudhint_sound "1" +cam_snapto "0" +cam_ideallag "4.0" +cam_idealdelta "4.0" +cam_idealyaw "0" +cam_idealpitch "0" +cam_idealdist "150" +cam_idealdistright "0" +cam_idealdistup "0" +cam_collision "1" +c_maxpitch "90" +c_minpitch "0" +c_maxyaw "135" +c_minyaw "-135" +c_maxdistance "200" +c_mindistance "30" +c_orthowidth "100" +c_orthoheight "100" +joy_name "joystick" +joy_advanced "1" +joy_advaxisx "4" +joy_advaxisy "2" +joy_advaxisz "0" +joy_advaxisr "1" +joy_advaxisu "3" +joy_advaxisv "0" +joy_forwardthreshold "0.15" +joy_sidethreshold "0.15" +joy_pitchthreshold "0.15" +joy_yawthreshold "0.15" +joy_forwardsensitivity "-1" +joy_sidesensitivity "1" +joy_pitchsensitivity "1" +joy_yawsensitivity "-1" +joy_response_move "1" +joy_response_look "0" +joy_lowend "1" +joy_lowmap "1" +joy_accelscale "0.6" +joy_accelmax "1.0" +joy_autoaimdampenrange "0" +joy_autoaimdampen "0" +joy_diagonalpov "0" +joy_display_input "0" +joy_wingmanwarrior_turnhack "0" +joy_inverty "0" +joy_movement_stick "0" +joy_xcontroller_cfg_loaded "0" +lookspring "0" +lookstrafe "0" +joystick "0" +sc_yaw_sensitivity "1.0" +sc_pitch_sensitivity "0.75" +cl_idealpitchscale "1.3" +net_scale "5" +net_graphpos "1" +net_graphsolid "0" +net_graphtext "1" +net_graphmsecs "400" +net_graphshowlatency "1" +net_graphshowinterp "1" +net_graphheight "64" +net_graphproportionalfont "1" +zoom_sensitivity_ratio "1.0" +viewmodel_fov "100" +mat_viewportscale "1" +mat_viewportupscale "1" +cl_software_cursor "0" +mat_software_aa_strength "0" +mat_software_aa_quality "0" +mat_software_aa_edge_threshold "9" +mat_software_aa_blur_one_pixel_lines "0" +mat_software_aa_tap_offset "0" +mat_software_aa_strength_vgui "0" +pyro_vignette "2" +pyro_vignette_distortion "1" +pyro_min_intensity "0.1" +pyro_max_intensity "0.35" +pyro_min_rate "0.05" +pyro_max_rate "0.2" +pyro_min_side_length "0.3" +pyro_max_side_length "0.55" +pyro_min_side_width "0.65" +pyro_max_side_width "0.95" +pyro_dof "1" +voice_modenable "1" +hud_fastswitch "1" +sixense_weapon_select_sensitivity "1.65" +sixense_crouch_sensitivity "1.5" +sixense_jump_sensitivity "1.2" +sixense_reload_sensitivity "1.5" +sixense_left_handed "0" +sixense_sensitivity_level "2" +sixense_controller_angle_mode "0.0f" +sixense_roll_correct_blend "0.965f" +sixense_exit_one_to_one_dot "0.85" +sixense_exit_metroid_blend "0.95f" +sixense_max_charge_spin "3.0f" +sixense_zoom_momentary_time "500" +sixense_base_offset_x "0.0" +sixense_base_offset_y "0.0" +sixense_base_offset_z "-20.0" +sixense_trigger_threshold "0.05" +sixense_tilt_gesture_angle_threshold "35.0" +sixense_point_gesture_angle_threshold "15.0" +sixense_mouse_enabled "1.0" +sixense_mouse_sensitivity "1.0" +sixense_spring_view_enabled "1.0f" +sixense_spring_view_min_spring "0.025f" +sixense_spring_view_max_spring "0.9999f" +sixense_spring_view_min_angle "1.0f" +sixense_spring_view_max_angle "45.0f" +sixense_aim_freeaim_heading_multiplier "1.750000" +sixense_aim_freeaim_pitch_multiplier "1.750000" +sixense_aim_freeaim_dead_zone_radius "0.000000" +sixense_aim_freeaim_accel_band_size "15" +sixense_aim_freeaim_max_speed "12.000000" +sixense_aim_freeaim_auto_level_rate "1.0" +sixense_aim_freeaim_accel_band_exponent "1.0" +sixense_aim_freeaim_switch_blend_time_exit "0.25" +sixense_aim_1to1_ratchet_vertical "1.0" +sixense_aim_1to1_heading_multiplier "3.0" +sixense_aim_1to1_pitch_multiplier "3.000000" +sixense_feet_angles_offset_stick_spin_horiz_multiplier "7.500000" +sixense_feet_angles_offset_stick_spin_vert_multiplier "4.500000" +sixense_feet_angles_offset_stick_spin_invert_pitch "1.0" +sixense_feet_angles_offset_stick_spin_exponent "1.0" +sixense_aim_scope_heading_multiplier "0.6" +sixense_aim_scope_pitch_multiplier "0.6" +sixense_melee_pitch_blend_val "0.99" +sixense_crosshair_horiz_multiplier "1.0" +sixense_crosshair_vert_multiplier "1.0" +sixense_always_draw_crosshair "1" +sixense_walking_dead_zone_percent "10.0" +sixense_walking_exponent "1.0" +sixense_enabled "0" +sixense_filter_level "0.5" +sixense_mode "0" +g15_update_msec "250" +m_pitch "0.022000" +m_filter "0" +sensitivity "2.000000" +m_side "0.8" +m_yaw "0.022" +m_forward "1" +m_customaccel "0" +m_customaccel_scale "0.04" +m_customaccel_max "0" +m_customaccel_exponent "1" +m_mousespeed "1" +m_mouseaccel1 "0" +m_mouseaccel2 "0" +m_rawinput "1" +m_rawinput_onetime_reset "1" +cl_mouselook "1" +cl_spraydisable "1" +muzzleflash_light "1" +overview_health "1" +overview_names "1" +overview_tracks "1" +overview_locked "1" +overview_alpha "1.0" +spec_scoreboard "0" +cl_spec_mode "5" +cl_disablehtmlmotd "0" +tf_hide_custom_decals "0" +store_version "1" +tf_trade_up_use_count "3" +cl_showbackpackrarities "2" +cl_show_market_data_on_items "1" +tf_explanations_backpackpanel "1" +tf_backpack_page_button_delay "0.25" +tf_time_loading_item_panels "0.0003" +cl_notifications_show_ingame "1" +cl_notifications_max_num_visible "1" +cl_notifications_move_time "0.1" +cl_trading_show_requests_from "3" +tf_store_stamp_donation_add_timestamp "1727544583" +hud_achievement_description "1" +hud_achievement_count "0" +tf_explanations_discardpanel "1" +tf_explanations_store "1" +tf_chargedfriends "" +cl_autorezoom "1" +tf_remember_activeweapon "1" +tf_remember_lastswitched "1" +cl_autoreload "1" +tf_respawn_on_loadoutchanges "1" +sb_dontshow_maxplayer_warning "1" +sb_close_browser_on_connect "1" +tf_spectate_pyrovision "0" +tf_replay_pyrovision "0" +tf_romevision_opt_in "0" +tf_romevision_skip_prompt "0" +tf_medieval_thirdperson "0" +tf_inspect_hint_count "11" +fov_desired "90" +tf_highfive_hintcount "0" +tf_delete_temp_files "1" +cl_steamscreenshots "1" +cl_hud_minmode "0" +viewmodel_fov_demo "75" +tf_hud_no_crosshair_on_scope_zoom "0" +cl_ask_favorite_opt_out "1" +cl_ask_blacklist_opt_out "1" +tf_halloween_bonus_ducks_cooldown "10" +ds_enable "3" +ds_dir "demos" +ds_prefix "" +ds_min_streak "4" +ds_kill_delay "15.000000" +ds_log "1" +ds_sound "on" +ds_notify "1" +ds_screens "1" +ds_autodelete "0" +tf_particles_disable_weather "1" +hud_combattext "1" +hud_combattext_healing "1" +hud_combattext_batching "1" +hud_combattext_batching_window "0.7" +hud_combattext_doesnt_block_overhead_text "1" +hud_combattext_red "255.000000" +hud_combattext_green "1.000000" +hud_combattext_blue "1.000000" +tf_dingalingaling "1" +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_dingalingaling_repeat_delay "0.0" +tf_dingalingaling_effect "1" +tf_dingalingaling_last_effect "0" +hud_achievement_count_engineer "3" +tf_contract_progress_show "1" +tf_contract_competitive_show "2" +tf_hud_num_building_alert_beeps "2" +tf_use_match_hud "1" +cl_crosshair_red "200" +cl_crosshair_green "200" +cl_crosshair_blue "200" +cl_crosshair_file "" +cl_crosshair_scale "32.0" +cl_hud_killstreak_display_time "2.25" +cl_hud_killstreak_display_fontsize "0" +cl_hud_killstreak_display_alpha "100" +tf_build_menu_controller_mode "0" +tf_simple_disguise_menu "0" +tf_disguise_menu_controller_mode "0" +tf_hud_notification_show_count_kart_controls "3" +tf_hud_notification_show_count_ghost_controls "3" +tf_hud_notification_show_count_ghost_controls_no_respawn "3" +tf_hud_show_servertimelimit "1" +cl_hud_playerclass_use_playermodel "1" +cl_hud_playerclass_playermodel_showed_confirm_dialog "1" +cl_mvm_wave_status_visible_during_wave "1" +tf_recent_achievements "0" +tf_find_a_match_hint_viewed "1" +tf_training_has_prompted_for_training "1" +tf_training_has_prompted_for_offline_practice "1" +tf_training_has_prompted_for_forums "1" +tf_training_has_prompted_for_options "1" +tf_training_has_prompted_for_loadout "1" +cl_ask_bigpicture_controller_opt_out "0" +cl_mainmenu_operation_motd_start "2018-09-28 19:40:25" +cl_mainmenu_operation_motd_reset "0" +cl_mainmenu_updateglow "1" +tf_mainmenu_match_panel_type "7" +cl_promotional_codes_button_show "1" +tf_last_store_pricesheet_version "50485" +tf_spec_xray_disable "0" +tf_enable_glows_after_respawn "1" +tf_spectator_target_location "0" +tf_hud_target_id_disable_floating_health "0" +tf_hud_target_id_alpha "100" +tf_hud_target_id_offset "0" +tf_hud_target_id_show_avatars "2" +tf_healthicon_height_offset "10" +tf_weapon_select_demo_start_delay "1.0" +tf_weapon_select_demo_time "0.5" +tf_item_inspect_model_spin_rate "30" +tf_item_inspect_model_auto_spin "1" +tf_coach_request_nevershowagain "1" +tf_warpaint_explanation_viewed "" +tf_colorblindassist "0" +tf_halloween_kart_pitch "10" +tf_halloween_kart_pitch_slow_follow_rate "0.5" +tf_halloween_kart_pitch_fast_follow_rate "2" +tf_use_min_viewmodels "1" +tf_rd_finale_beep_time "10" +tf_medigun_autoheal "1" +hud_medicautocallers "1" +hud_medicautocallersthreshold "59" +hud_medichealtargetmarker "0" +tf_sniper_fullcharge_bell "1" +cl_crosshaircolor "0" +cl_dynamiccrosshair "1" +cl_scalecrosshair "1" +cl_crosshairalpha "200" +publish_file_last_dir "" +tf_steam_workshop_page_skip "10" +tf_explanations_craftingpanel "1" +tf_explanations_charinfo_armory_panel "1" +tf_explanations_charinfopanel "1" +tf_show_preset_explanation_in_class_loadout "0" +tf_show_taunt_explanation_in_class_loadout "0" +tf_quest_notification_line_delay "0.2" +tf_mm_dashboard_slide_panel_step "10" +tf_casual_welcome_hide "1" +tf_comp_welcome_hide "1" +tf_notifications_push_bottom "0" +tf_queue_spinner_color "0" +tf_dashboard_slide_time "0.25" +tf_special_event_hide "0" +tf_mm_dashboard_spew_enabled "0" +tf_chat_popup_hold_time "2" +tf_testitem_recent "" +tf_matchmaking_ticket_help "0" +tf_show_maps_details_explanation_count "0" +replay_replaywelcomedlgcount "0" +tf_mvm_classupgradehelpcount "2" +tf_scoreboard_mouse_mode "2" +tf_scoreboard_ping_as_text "1" +tf_scoreboard_alt_class_icons "0" +cl_spec_carrieditems "1" +cl_use_tournament_specgui "0" +cl_training_completed_with_classes "511" +tf_quest_map_intro_viewed "1" +tf_mvm_tabs_discovered "3" +tf_mm_custom_ping_enabled "0" +tf_mm_custom_ping "93.269997" +tf_party_join_request_mode "1" +tf_party_ignore_invites "0" +tf_party_keep_on_same_team "0" +hud_classautokill "1" +ifm_steadycam_rotaterate "60" +ifm_steadycam_zoomspeed "1.0" +ifm_steadycam_zoomdamp "0.95" +ifm_steadycam_armspeed "0.5" +ifm_steadycam_rotatedamp "0.95" +ifm_steadycam_mousefactor "1.0" +ifm_steadycam_mousepower "1.0" +ifm_steadycam_2dspringconstant "33.0" +ifm_steadycam_2ddragconstant "11.0" +ifm_steadycam_noise "0.0" +ifm_steadycam_sensitivity "1.0" +r_eyegloss "1" +vgui_message_dialog_modal "1" +commentary_firstrun "0" +scene_showfaceto "0" +ai_report_task_timings_on_limit "0" +ai_think_limit_label "0" +npc_height_adjust "1" +sv_pvsskipanimation "1" +scene_showlook "0" +scene_showmoveto "0" +scene_showunlock "0" +xbox_throttlebias "100" +xbox_throttlespoof "200" +xbox_autothrottle "1" +func_break_max_pieces "0" +suitvolume "0.25" +option_duck_method "1" +sk_autoaim_mode "1" +sv_noclipaccelerate "5" +sv_noclipspeed "5" +sv_specaccelerate "5" +sv_specspeed "3" +sv_specnoclip "1" +sv_backspeed "0.6" +sv_skyname "sky_nightfall_01" +tf_skillrating_update_interval "180" +tf_server_identity_token "" +tf_server_identity_account_id "0" +tf_server_identity_disable_quickplay "0" +replay_enableeventbasedscreenshots "0" +replay_dodiskcleanup "1" +replay_voice_during_playback "0" +replay_flushinterval "15" +mat_color_projection "0" +name "[NB] XTT-R1 UM" +password "D54hTt49KAfGiw" +cl_clanid "0" +sv_unlockedchapters "99" +tv_nochat "0" +cl_showpluginmessages "0" +cl_timeout "30" +cl_logofile "materials/vgui/logos/spray.vtf" +cl_soundfile "sound/player/jingle.wav" +cl_allowdownload "1" +cl_downloadfilter "all" +mat_colorcorrection "0" +con_enable "1" +r_eyemove "0" +r_eyeshift_x "0" +r_eyeshift_y "0" +r_eyeshift_z "0" +r_eyesize "0" +r_ambientboost "0" +r_ambientmin "0" +r_ambientfactor "0" +r_drawmodelstatsoverlaymin "0.1" +r_drawmodelstatsoverlaymax "1.5" +mp_decals "9" +sv_voiceenable "1" +sv_logsdir "logs" +sv_logfile "1" +sv_logflush "0" +sv_logecho "1" +sv_log_onefile "0" +sv_logbans "0" +sv_logfilename_format "" +sv_logfilecompress "0" +sv_forcepreload "1" +rate "196608" +cl_cmdrate "66" +cl_updaterate "66" +closecaption "0" +skill "1" +net_maxroutable "1260" +engine_no_focus_sleep "0" +mat_powersavingsmode "0" +bugreporter_uploadasync "1" +cl_allowupload "1" +snd_surround_speakers "2" +snd_pitchquality "0" +volume "1.0" +snd_musicvolume "0.380000" +snd_mixahead ".06" +snd_mute_losefocus "1" +sound_device_override "" +adsp_debug "0" +snd_ducktovolume "0.55" +snd_duckerattacktime "0.5" +snd_duckerreleasetime "2.5" +snd_duckerthreshold "0.15" +snd_ducking_off "1" +dsp_slow_cpu "1" +dsp_volume "1.0" +dsp_enhance_stereo "0" +voice_scale "1" +voice_enable "1" +voice_forcemicrecord "1" +budget_bargraph_background_alpha "128" +budget_peaks_window "30" +budget_averages_window "30" +budget_show_peaks "1" +budget_show_averages "0" +budget_show_history "1" +budget_history_numsamplesvisible "100" +budget_history_range_ms "66.666666667" +budget_panel_bottom_of_history_fraction ".25" +budget_bargraph_range_ms "16.6666666667" +budget_background_alpha "128" +budget_panel_x "0" +budget_panel_y "50" +budget_panel_width "512" +budget_panel_height "384" +texture_budget_panel_x "0" +texture_budget_panel_y "450" +texture_budget_panel_width "512" +texture_budget_panel_height "284" +texture_budget_panel_bottom_of_history_fraction ".25" +texture_budget_background_alpha "128" +vprof_graphwidth "512" +vprof_graphheight "256" +vprof_verbose "1" +vprof_unaccounted_limit "0.3" +vprof_warningmsec "10" +r_rootlod "2" +mat_spewalloc "0" +mat_forceaniso "1" +mat_picmip "2" +mat_monitorgamma "1.600000" +mat_monitorgamma_tv_enabled "0" +mat_antialias "1" +mat_aaquality "0" +r_shadowrendertotexture "0" +r_waterforceexpensive "0" +mat_motion_blur_enabled "0" +mat_queue_mode "-1" +mat_queue_report "0" +joy_axisbutton_threshold "0.3" +joy_axis_deadzone "0.2" +joy_gamecontroller_config "" +sc_joystick_map "1" +sc_disable "0" +mat_hdr_level "0" diff --git a/settings.cfg b/settings.cfg index 1048a58..579fb23 100644 --- a/settings.cfg +++ b/settings.cfg @@ -29,11 +29,6 @@ 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 @@ -41,7 +36,7 @@ tf_remember_lastswitched 1 m_rawinput 1 ///--- -ds_enable 0 +ds_enable 3 ds_dir demos ds_notify 1 ds_sound on @@ -93,9 +88,9 @@ cl_hud_playerclass_use_playermodel 1 cl_disablehtmlmotd 0 hud_classautokill 1 tf_medigun_autoheal 1 -hud_medichealtargetmarker 1 +hud_medichealtargetmarker 0 tf_simple_disguise_menu 0 cl_autorezoom 1 tf_sniper_fullcharge_bell 1 -tf_hud_no_crosshair_on_scope_zoom 1 +tf_hud_no_crosshair_on_scope_zoom 0 tf_scoreboard_ping_as_text 1 diff --git a/tweaks/scripts.cfg b/tweaks/scripts.cfg index 1a6b7a7..06bf0cf 100644 --- a/tweaks/scripts.cfg +++ b/tweaks/scripts.cfg @@ -6,3 +6,5 @@ alias toggleviewmoddel_on "alias viewmoddelstate "r_drawviewmodel 1";alias viewm 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 + +fps_max 220