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  1.  
  2. unbind uparrow
  3. unbind downarrow
  4. unbind leftarrow
  5. unbind rightarrow
  6. unbind e
  7. exec 3boodybinds
  8.  
  9. mat_mipmaptextures 0
  10. con_filter_enable 1
  11. con_filter_text_out "particle"
  12. con_filter_text_out "material"
  13. con_filter_text_out "muzzle"
  14. con_filter_text_out "Cannot update control point"
  15. con_filter_text_out "doesn't have attachment"
  16. con_filter_text_out "Failed to load sound"
  17.  
  18. tf_dingaling_pitchmaxdmg 5
  19. tf_dingaling_pitchmindmg 195
  20.  
  21. tf_explanations_backpackpanel "1"
  22. tf_explanations_charinfo_armory_panel "1"
  23. tf_explanations_charinfopanel "1"
  24. tf_explanations_craftingpanel "1"
  25. tf_explanations_discardpanel "1"
  26. tf_explanations_store "1"
  27. tf_training_has_prompted_for_forums "1"
  28. tf_training_has_prompted_for_loadout "1"
  29. tf_training_has_prompted_for_offline_practice "1"
  30. tf_training_has_prompted_for_options "1"
  31. tf_training_has_prompted_for_training "1"
  32.  
  33. bind mouse5 kill
  34.  
  35. unbind f2
  36. unbind f1
  37. bind ] "viewmodel_fov 54"
  38. sv_allow_point_servercommand always
  39. exec nullmove
  40. exec scoreboard
  41. hud_combattext_batching 1
  42. bind z voice_menu_1
  43. cl_crosshair_scale 17.930000
  44. bindtoggle j tf_use_min_viewmodels
  45. bindtoggle h r_drawviewmodel
  46. bind o "cl_crosshair_file default
  47. bind i say_party
  48. bind k "cl_crosshair_file crosshair5
  49. bind [ "viewmodel_fov 100"
  50. bind ] "viewmodel_fov 54"
  51. bind ctrl +duck
  52. bind v disguiseteam
  53. bind z voice_menu_1
  54. bind x voice_menu_2
  55. bind c voice_menu_3
  56. bind b lastdisguise
  57. //bind e +helpme
  58. bind home kill
  59. bindtoggle n tf_scoreboard_mouse_mode
  60. bind r +inspect
  61. bind MOUSE2 "+attack2
  62.  
  63. bind [ "viewmodel_fov 100"
  64. bind ] "viewmodel_fov 54"
  65. cl_crosshair_scale 17.930000
  66. bind o "cl_crosshair_file default
  67. bind k "cl_crosshair_file crosshair5
  68. bind l "cl_crosshair_file crosshair7
  69. bind . "cl_crosshair_file crosshair3
  70. bind p "cl_crosshair_file crosshair4
  71. bind ' "cl_crosshair_scale 20
  72. bind \ "cl_crosshair_scale 32
  73. bind / "cl_crosshair_scale 50
  74.  
  75. mat_filtertextures 0
  76. mat_filterlightmaps 0
  77.  
  78.  
  79. tf_contract_progress_show 1
  80.  
  81. fov_desired 90
  82.  
  83. fov_viewmodel 100
  84.  
  85. bind "z" "prec_mark"
  86.  
  87. prec_mode 3
  88.  
  89. prec_min_streak 100
  90.  
  91. sv_allow_point_servercommand always
  92.  
  93. developer 1
  94. echo "default settings loaded"
  95. developer 0
  96.  
  97.  
  98. // Cleaning up and stopping debug flooding
  99. adsp_debug 0
  100. cl_clearhinthistory 1
  101. cl_debugrumble 0
  102. cl_rumblescale 0
  103. mat_debugdepthval 0
  104. mat_debugdepthvalmax 0
  105. mat_debug_postprocessing_effects 0
  106.  
  107. net_graph 1
  108. cl_drawhud 1
  109.  
  110. mat_phong 0
  111.  
  112. cl_showfps 0 // Show unsmoothed FPS meter
  113. //fps_max 0 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
  114. //fps_max 0
  115. fps_max 0
  116.  
  117. // ----------------------------------------------------------------------------
  118. // Net settings
  119. // ----------------------------------------------------------------------------
  120. // Whilst net settings perhaps aren't an integral part of an FPS config, they
  121. // are a fact of life in competitive TF2, and as such, they are included here.
  122. //
  123. // A common question I am asked -- what defines whether a good connection is
  124. // good or bad? Mostly personal preference. If you're not willing to make the
  125. // choice, try both and see which is better for you.
  126. //
  127. // Generally, meeting both of the following conditions would classify it as a
  128. // good connection:
  129. //
  130. // - Ping of <80 to the average server you join
  131. // - Generally no/negligible choke/loss (can be checked with `net_graph')
  132. //
  133. // There's some pretty good documentation on this here:
  134. // http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  135. //
  136. // Uncomment (remove the `//' from) one of the groups if you want to use them.
  137. // ----------------------------------------------------------------------------
  138.  
  139. // Good connection
  140. cl_cmdrate 67
  141. cl_interp 0.024
  142. cl_interp_ratio 1
  143. cl_lagcompensation 1
  144. cl_pred_optimize 0
  145. cl_smooth 0
  146. cl_smoothtime 0.01
  147. cl_updaterate 67
  148. rate 60000
  149. cl_showerror 1
  150.  
  151. // Bad connection
  152. //cl_cmdrate 40
  153. //cl_interp 0
  154. //cl_interp_ratio 1
  155. //cl_lagcompensation 1
  156. //cl_pred_optimize 2
  157. //cl_smooth 0
  158. //cl_smoothtime 0.01
  159. //cl_updaterate 40
  160. //rate 35000
  161.  
  162. // ----------------------------------------------------------------------------
  163. // Sprays
  164. // ----------------------------------------------------------------------------
  165. // Bear in mind that these are disabled on war servers due to `sv_pure 2'
  166. // anyway, so if you play competitive TF2, this won't help you.
  167. // ----------------------------------------------------------------------------
  168.  
  169. // Disable sprays
  170. // cl_playerspraydisable 1
  171. // r_spray_lifetime 0
  172. //r_decals 1
  173. r_decals 0
  174.  
  175. // Enable sprays -- uncomment this section if you want these settings
  176. cl_playerspraydisable 0
  177. r_spray_lifetime 2
  178.  
  179. // ----------------------------------------------------------------------------
  180. // Shadows
  181. // ----------------------------------------------------------------------------
  182.  
  183. // Disable shadows
  184. mat_shadowstate 0
  185. r_shadowmaxrendered 0
  186. r_shadowrendertotexture 0
  187. r_shadows 0
  188.  
  189. // Enable shadows -- uncomment this section if you want these settings
  190. //mat_shadowstate 1
  191. //r_shadowmaxrendered 11
  192. //r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
  193.                             // competitive TF2 players to see opponents standing
  194.                             // near the other side of a wall. You may see some
  195.                             // performance loss from setting this to `1'.
  196. //r_shadows 1
  197.  
  198. // ----------------------------------------------------------------------------
  199. // Facial features
  200. // ----------------------------------------------------------------------------
  201.  
  202. // Disable facial features
  203. r_eyes 0
  204. r_flex 0
  205. r_lod 2
  206. r_rootlod 2
  207. r_teeth 0
  208.  
  209. // Enable facial features -- uncomment this section if you want these settings
  210. //r_eyes 1
  211. //r_flex 1
  212. //r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
  213. //r_rootlod 1
  214. //r_teeth 1
  215.  
  216. // ----------------------------------------------------------------------------
  217. // Ragdolls
  218. // ----------------------------------------------------------------------------
  219. // You will have reduced performance on deaths which produce ragdolls.
  220. // ----------------------------------------------------------------------------
  221.  
  222. // Disable ragdolls
  223. cl_ragdoll_fade_time 0
  224. cl_ragdoll_forcefade 1
  225. cl_ragdoll_physics_enable 0
  226. g_ragdoll_fadespeed 0
  227. g_ragdoll_lvfadespeed 0
  228. ragdoll_sleepaftertime 0
  229.  
  230. // Enable ragdolls -- uncomment this section if you want these settings
  231. //cl_ragdoll_fade_time 15
  232. //cl_ragdoll_forcefade 0
  233. //cl_ragdoll_physics_enable 1
  234. //g_ragdoll_fadespeed 600
  235. //g_ragdoll_lvfadespeed 100
  236. //ragdoll_sleepaftertime "5.0f"
  237.  
  238. // ----------------------------------------------------------------------------
  239. // Gibs
  240. // ----------------------------------------------------------------------------
  241. // You will have reduced performance on deaths which produce gibs.
  242. // ----------------------------------------------------------------------------
  243.  
  244. // Disable gibs
  245. cl_phys_props_enable 0
  246. cl_phys_props_max 0
  247. props_break_max_pieces 0
  248. r_propsmaxdist 1
  249. violence_agibs 0
  250. violence_hgibs 0
  251.  
  252. // Enable gibs -- uncomment this section if you want these settings
  253. //cl_phys_props_enable 1
  254. //cl_phys_props_max 128
  255. //props_break_max_pieces -1
  256. //r_propsmaxdist 1000
  257. //violence_agibs 1
  258. //violence_hgibs 1
  259.  
  260. // ----------------------------------------------------------------------------
  261. // Graphical
  262. // ----------------------------------------------------------------------------
  263. // Now we come to the main brunt of the config. You probably don't want to mess
  264. // with this.
  265. // ----------------------------------------------------------------------------
  266. cl_detaildist 0
  267. cl_detailfade 0
  268. cl_drawmonitors 0
  269. cl_ejectbrass 0
  270. cl_jiggle_bone_framerate_cutoff 45 // Turns off jigglebones
  271. cl_new_impact_effects 0
  272. cl_show_splashes 0
  273. func_break_max_pieces 0
  274. glow_outline_effect_enable 1 // Cart glow effect.
  275. lod_transitiondist -1
  276. mat_antialias 0
  277. mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
  278.               // a strange `shine' effect to appear on all players.
  279. mat_colcorrection_disableentities 1
  280. mat_colorcorrection 0
  281. mat_disable_bloom 1
  282. mat_disable_fancy_blending 1
  283. mat_disable_lightwarp 1
  284. mat_envmapsize 8
  285. mat_envmaptgasize 8
  286. mat_filterlightmaps 0
  287. mat_filtertextures 0
  288. mat_forceaniso 1
  289. mat_hdr_level 0
  290. mat_max_worldmesh_vertices 512
  291. // mat_monitorgamma 2.010000
  292. // mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
  293.                      // to get it darker. Only works in fullscreen.
  294. mat_motion_blur_enabled 0
  295. mat_parallaxmap 0
  296. mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
  297.              // at a range from -1 to 2, -1 being the best quality, 2 being the
  298.              // worst.
  299. mat_reducefillrate 1
  300. mat_reduceparticles 1
  301. mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
  302.                // non-shiny, and will remove some specular effects from in-game
  303.                // entities which support it. Setting this to 1 on dx8 will
  304.                // result in some strange `fire' textures replacing their
  305.                // appropriate counterparts, especially on medals, and certain
  306.                // hats.
  307. mat_trilinear 0
  308. mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
  309. mat_viewportupscale 1
  310. mat_wateroverlaysize 1
  311. mp_decals 0 // `9' is a good value to still see the spread pattern from a
  312.             // scattergun without any real performance loss.
  313. r_3dsky 0
  314. r_ambientboost 0
  315. r_ambientfactor 0
  316. r_ambientmin 0
  317. r_avglight 0
  318. r_cheapwaterend 1
  319. r_cheapwaterstart 1
  320. //r_decals 1
  321. r_decalstaticprops 0
  322. r_decal_cullsize 15
  323. r_drawdetailprops 0
  324. r_drawmodeldecals 0
  325. r_drawflecks 0
  326. r_dynamic 0
  327. r_flashlightdepthtexture 0
  328. r_forcewaterleaf 1
  329. r_lightaverage 0
  330. r_maxnewsamples 2
  331. r_maxsampledist 1
  332. r_propsmaxdist 0
  333. r_renderoverlayfragment 0
  334. r_staticprop_lod 4
  335. r_waterdrawreflection 0
  336. r_waterdrawrefraction 1
  337. r_waterforceexpensive 0
  338. r_waterforcereflectentities 0
  339. rope_averagelight 0
  340. rope_collide 0
  341. rope_rendersolid 0
  342. rope_shake 0
  343. rope_smooth 0
  344. rope_subdiv 0
  345. rope_wind_dist 0
  346. tf_particles_disable_weather 1 // Disable weather effects on maps supporting
  347.                                // it, for example, setting this to `1'
  348.                                // disables rain effects on *_sawmill.
  349. tracer_extra 0
  350. violence_ablood 1 // Setting ablood/hblood to 1 actually improves perf usually
  351. violence_hblood 1
  352.  
  353. // ----------------------------------------------------------------------------
  354. // Misc
  355. // ----------------------------------------------------------------------------
  356. in_usekeyboardsampletime 0
  357. mat_clipz 0 // FX card users should set this to 0
  358. mat_forcehardwaresync 0
  359. mat_levelflush 1
  360. //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
  361.                // silly incompatibility with the Xfire overlay. You should use
  362.                // it if you can!
  363. mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
  364. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
  365.                  // performed on the GPU (as opposed to on the CPU). The
  366.                  // value `-1' autodetects hardware support for this
  367.                  // feature, which is safer than forcing it.
  368.  
  369. // ----------------------------------------------------------------------------
  370. // Sound
  371. // ----------------------------------------------------------------------------
  372. // I'd be hesitant to say that you would see a great deal of performance
  373. // improvement from lowering the sound quality, but in my experience as a
  374. // competitive TF2 player, lowering the sound quality makes determination of
  375. // directionality and distance that much easier. You may see a small FPS gain
  376. // with these settings, or you may not, either way will likely have a
  377. // negligible effect on performance.
  378. // ----------------------------------------------------------------------------
  379. dsp_enhance_stereo 0
  380. dsp_slow_cpu 1
  381. snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
  382.                        // helpful in the past, as it seems to (for whatever
  383.                        // reason) reduce the number of TDRs experienced during
  384.                        // gameplay. There's some pretty good information on
  385.                        // TDRs (nerds only) here:
  386.                        // http://forums.nvidia.com/index.php?showtopic=65161
  387. snd_pitchquality 0
  388. snd_spatialize_roundrobin 1
  389.  
  390. // ----------------------------------------------------------------------------
  391. // Threading
  392. // ----------------------------------------------------------------------------
  393. mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
  394.                  // defines the threading method to be used by the material
  395.                  // system. It has been unstable to use in the past, but
  396.                  // nowadays it's generally okay.
  397.                  //
  398.                  // Here are the possible values:
  399.                  //     -2 legacy default
  400.                  //     -1 default
  401.                  //      0 synchronous single thread
  402.                  //      1 queued single thread
  403.                  //      2 queued multithreaded
  404.                  //
  405.                  // If you have problems with the value `2', try setting it to
  406.                  // `-1'.
  407.                  //
  408.                  // As an aside, there are quite a few bugs in the demo system
  409.                  // that occur when mat_queue_mode is set to a value that is
  410.                  // not `-1'. If you intend to do work with the demo system,
  411.                  // maybe you should change this.
  412.  
  413. cl_threaded_bone_setup 0
  414. cl_threaded_client_leaf_system 0
  415. r_queued_decals 0
  416. r_queued_ropes 1
  417. r_queued_post_processing 0
  418. r_threaded_client_shadow_manager 1
  419. r_threaded_particles 1
  420. r_threaded_renderables 1
  421.  
  422. // ----------------------------------------------------------------------------
  423. // Misc
  424. // ----------------------------------------------------------------------------
  425. cl_forcepreload 1 // Force preloading
  426.  
  427.  
  428. bind home kill
  429.  
  430. bindtoggle j tf_use_min_viewmodels
  431. bindtoggle h r_drawviewmodel
  432. //bind o "cl_crosshair_file crosshair6
  433. bind i say_party
  434. bind k "cl_crosshair_file crosshair5
  435. bind l "cl_crosshair_file crosshair7
  436. bind . "cl_crosshair_file crosshair3
  437. bind p "cl_crosshair_file crosshair4
  438. bind ' "cl_crosshair_scale 20
  439. bind \ "cl_crosshair_scale 32
  440. bind / "cl_crosshair_scale 50
  441.  
  442.  
  443. bind "KP_END" "join_class scout"
  444. bind "KP_DOWNARROW" "join_class soldier"
  445. bind "KP_LEFTARROW" "join_class demoman"
  446. bind "KP_PGDN" "join_class pyro"
  447. bind "KP_5" "join_class heavyweapons"
  448. bind "KP_RIGHTARROW" "join_class engineer"
  449. bind "KP_HOME" "join_class medic"
  450. bind "KP_UPARROW" "join_class sniper"
  451. bind "KP_PGUP" "join_class spy"
  452.  
  453. fps_max 0; mat_shadowstate 0; r_shadowmaxrendered 0; r_shadowrendertotexture 0; r_shadows 0; 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; cl_phys_props_enable 0; cl_phys_props_max 0; props_break_max_pieces 0; r_propsmaxdist 1; violence_agibs 0; violence_hgibs 0; r_eyes 0; r_flex 0; r_lod 2; r_rootlod 2; r_teeth 0; cl_hud_playerclass_use_playermodel 1; cl_jiggle_bone_framerate_cutoff 45; mat_antialias 0; cl_muzzleflash_dlight_1st 0; cl_detaildist 0; cl_detailfade 0; cl_drawmonitors 0; cl_ejectbrass 0; cl_new_impact_effects 0; cl_show_splashes 0; func_break_max_pieces 0; lod_transitiondist 0; mat_colcorrection_disableentities 0; mat_colorcorrection 0; mat_disable_bloom 1; mat_disable_fancy_blending 1; mat_trilinear 0; mat_disable_lightwarp 1; mat_envmapsize 8; mat_envmaptgasize 8; mat_filterlightmaps 0; mat_filtertextures 0; mat_forceaniso 0; mat_hdr_level 0; mat_max_worldmesh_vertices 512; mat_motion_blur_enabled 0; mat_parallaxmap 0; mat_picmip 2; mat_reducefillrate 1; mat_reduceparticles 1;  mat_wateroverlaysize 1; mp_decals 0; r_3dsky 0; r_ambientboost 0; r_ambientfactor 0; r_ambientmin 0; r_avglight 0; r_cheapwaterend 1; r_cheapwaterstart 1; r_maxmodeldecal 9; r_decalstaticprops 0; 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_occlusion 0; 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; rope_averagelight 0; rope_collide 0; rope_rendersolid 0; rope_rendersolid 0; rope_rendersolid 0; rope_shake 0; rope_smooth 0; rope_subdiv 0; rope_wind_dist 0; tf_particles_disable_weather 1; tracer_extra 0; violence_ablood 1; violence_hblood 1