scofferr / autoexec
// These configs were generated by the tf2mate configuration file generator by compton. // Create your own tailored configs at: http://clugu.com/tf2mate/ // Credit for graphics configurations to their respective authors. // m0reoe @ qnet : http://m0re.nocrits.com/ // _______________ // | READ THIS | // ��������������� // move autoexec.cfg -> x:\Steam\steamapps\<user name>\team fortress 2\tf\cfg // clear config.cfg, dont clear bind commands // _______________ // | DXLEVEL | // ��������������� // Use dxlevel 80 or 81, IF you prefer dxlevel 90 or don't know how to set DX80, change mat_bumpmap to 1 // right click TF2 > properties > launch options > -dxlevel 80 or 81 // ____________________ // | LAUNCH OPTIONS | // �������������������� // -heapsize ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) = 1048576] // -noforcemspd ;; Use desktop mouse speed settings. // -noforcemaccel ;; Use desktop mouse acceleration settings. // -window ;; This enables tf2 to start in a window mode, instead of fullscreen. // -full ;; This runs tf2 in full screen mode. // -freq ;; Set the Refresh Rate // -nocrashdialog ;; Suppresses some memory could not be read unhandled errors. // -dev ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit. // ___________________________________ // | DEFAULT CONFIGS - AUTOCONFIG | // ����������������������������������� // -autoconfig // right click TF2 > properties > launch options > -autoconfig // Restores video and performance settings to default for the current hardware detected. Ignores settings inside any .cfg files until this parameter is removed. // _________________________________________________ // | DONT TOUCH UNLESS YOU KNOW WHAT YOURE DOING | // ������������������������������������������������� // _______________ // | NET | // ��������������� rate "30000" // Max bytes/sec the host can receive data. cl_cmdrate "66" // Number of command pakets sent to the server per second. cl_interp "0.02" // Interpolate x seconds from game (0.02 = 20ms) cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events. cl_updaterate "66" // Number of packets per second you are requesting from the server. cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors. cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled. cl_interp_threadmodeticks "0" // Additional interpolation ticks to use when interpolating with threaded engine mode set. cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2) cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). // _______________ // | MAT | // ��������������� mat_queue_mode "-1" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded mat_aaquality "0" mat_antialias "0" // Anti-aliasing on(1,2,4,8)/off(0) mat_autoexposure_max "0" mat_autoexposure_min "0" mat_alphacoverage "0" mat_bumpmap "0" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them. mat_bloomscale "0" mat_bloom_scalefactor_scalar "0" mat_bufferprimitives "1" mat_clipz "1" mat_colorcorrection "0" mat_compressedtextures "1" mat_disable_bloom "1" mat_disable_fancy_blending "1" mat_disable_lightwarp "1" mat_disable_ps_patch "1" mat_debugdepthval "0" mat_debugdepthvalmax "0" mat_diffuse "1" mat_envmapsize "0" mat_envmaptgasize "0" mat_fastspecular "1" mat_fastnobump "0" mat_filterlightmaps "1" mat_filtertextures "1" mat_forceaniso "0" // change to 0 if you notice lower fps mat_forcehardwaresync "0" mat_forcemanagedtextureintohardware "0" mat_framebuffercopyoverlaysize "0" mat_hdr_enabled "0" // Report if HDR is enabled for debugging mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. mat_maxframelatency "0" mat_max_worldmesh_vertices "0" mat_mipmaptextures "1" // texture quality decreases with distance mat_non_hdr_bloom_scalefactor "0" mat_parallaxmap "1" mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes. mat_reducefillrate "1" // Reduces fill rate used. mat_shadowstate "0" mat_software_aa_blur_one_pixel_lines "0" mat_software_aa_strength "0" mat_software_aa_strength_vgui "0" mat_software_aa_tap_offset "0" mat_softwarelighting "0" mat_specular "1" mat_trilinear "0" // Disables the use of Trilinear mipmapping. mat_use_compressed_hdr_textures "0" mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8. // _______________ // | SOUND | // ��������������� // snd_mixahead "0.1" // dsp_enhance_stereo "0" // dsp_volume "1" // dsp_slow_cpu "1" // dsp_spatial "40" // dsp_speaker "50" // dsp_water "14" // soundscape_flush "1" // Flushes the server & client side soundscapes // _______________ // | GIBS | // ��������������� violence_agibs "0" // Show alien gib entities violence_hgibs "0" // Show human gib entities violence_hblood "0" // Draw human blood violence_ablood "0" // Draw alien blood // _______________ // | R_ | // ��������������� r_ambientboost "0" r_ambientmin "0" r_ambientfactor "0" r_bloomtintg "0" r_bloomtintb "0" r_bloomtintexponent "0" r_bloomtintr "0" r_cheapwaterend "1" // End of the CheapWater rendering (all behind this range is black water) r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering) r_drawflecks "0" r_decals "0" r_decal_cullsize "0" // Decals under this size in pixels are culled // _lower texture quality at distance_ r_decalstaticprops "0" // Decal static props test r_dopixelvisibility "0" r_drawbatchdecals "0" r_drawmodeldecals "0" r_dynamic "0" r_eyes "0" r_flex "0" r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling r_hunkalloclightmaps "0" r_lightcache_zbuffercache "0" r_lightaverage "0" r_lod "2" // _adjusts model quality--set between -5 and 5_ r_maxdlights "0" r_maxmodeldecal "0" r_maxnewsamples "0" r_maxsampledist "0" r_minnewsamples "0" r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware r_occlusion "1" // Activate/deactivate the occlusion system. r_PhysPropStaticLighting "0" r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled. r_queued_post_processing "1" r_renderoverlayfragment "0" r_rootlod "2" // Root LOD r_ropetranslucent "0" r_drawdetailprops "0" r_spray_lifetime "0" // Number of rounds player sprays are visible r_shadowmaxrendered "12" // Max shadows the game will render. r_shadowrendertotexture "1" // Rendered the shadow texture causing it to match the player model. r_3dnow "1" // Enable/disable 3DNow code r_3dsky "0" // Enable the rendering of 3d sky boxes r_sse2 "1" // Enable/disable SSE2 code r_shadows "1" r_teeth "0" r_threaded_client_shadow_manager "1" r_threaded_particles "1" r_threaded_renderables "1" r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls r_worldlights "0" // number of world lights to use per vertex r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism. r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason. r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect) r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low // _______________ // | CL_ | // ��������������� cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player cl_detaildist "0" // Distance at which detail props are no longer visible (1200) cl_detailfade "0" cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images. cl_ejectbrass "0" // Disables brass ejection cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load. cl_muzzleflash_dlight_1st "0" cl_phys_props_enable "0" cl_phys_props_max "0" // Maximum amount of physics props allowed. cl_predictweapons "1" // perform client side prediction of weapon effects. cl_predict "1" // Perform client side prediction. tf_playergib "0" cl_showhelp "0" // Set to 0 to not show on-screen help cl_showpluginmessages "0" // Allow plugins to display messages to you cl_show_splashes "0" cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0) cl_debugrumble "0" // Turn on rumble debugging spew cl_playerspraydisable "1" cl_threaded_bone_setup "0" cl_threaded_client_leaf_system "0" cl_ragdoll_collide "0" cl_ragdoll_fade_time "0" cl_ragdoll_physics_enable "0" cl_ragdoll_forcefade "1" // _______________ // | ROPES | // ��������������� rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity. rope_collide "0" // Collide rope with the world rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect rope_smooth "0" // Do an antialiasing effect on ropes rope_subdiv "0" // Rope subdivision amount rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance. // _______________ // | MISC | // ��������������� sv_forcepreload "1" // forces preload to help increase performance jpeg_quality "100" // jpeg screenshot quality. mat_monitorgamma "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD) commentary "0" // Desired commentary mode state. budget_show_history "0" // turn history graph off and on. . good to turn off on low end g_ragdoll_fadespeed "0" g_ragdoll_lvfadespeed "0" flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes. props_break_max_pieces "0" // Maximum prop breakable piece count (-1 = model default) r_propsmaxdist "1" prop_active_gib_limit "0" func_break_max_pieces "3" showhitlocation "1" mp_decals "0" // How many player sprays will be shown. gl_clear "0" muzzleflash_light "0" lod_transitiondist "0" overview_mode "0" // Sets overview map mode off,small,large: <0|1|2> adsp_debug "0" mp_usehwmmodels "0" mp_usehwmvcds "0" tf_particles_disable_weather "1" clear echo echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+" echo "|m0refps : http://m0re.nocrits.com/ |" echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+" alias mainwep_slot "slot1" alias mainwep_cx "cl_crosshair_file 7" alias mainwep_cx_scale "cl_crosshair_scale 30" alias mainwep_cx_colors "cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0" alias mainwep_view "viewmodel_fov 90" alias mainwep_draw "r_drawviewmodel 0" alias mainwep_sens "sensitivity 1.65" alias mainwep "mainwep_slot; mainwep_cx; mainwep_cx_scale; mainwep_cx_colors; mainwep_view; mainwep_draw; mainwep_sens" alias secwep_slot "slot2" alias secwep_cx "cl_crosshair_file 5" alias secwep_cx_scale "cl_crosshair_scale 20" alias secwep_cx_colors "cl_crosshair_red 0; cl_crosshair_green 255; cl_crosshair_blue 0" alias secwep_view "viewmodel_fov 90" alias secwep_draw "r_drawviewmodel 0" alias secwep_sens "sensitivity 1.65" alias mainwep "secwep_slot; secwep_cx; secwep_cx_scale; secwep_cx_colors; secwep_view; secwep_draw; secwep_sens" alias melee_slot "slot3" alias melee_cx "cl_crosshair_file 5" alias melee_cx_scale "cl_crosshair_scale 18" alias melee_cx_colors "cl_crosshair_red 255; cl_crosshair_green 0; cl_crosshair_blue 0" alias melee_view "viewmodel_fov 0" alias melee_draw "r_drawviewmodel 0" alias melee_sens "sensitivity 1.65" alias melee "melee_slot; melee_cx; melee_cx_scale; melee_cx_colors; melee_view; melee_draw; melee_sens" bind q "mainwep" bind e "secwep" bind f "melee"
About this discovery
This repository is cataloged as part of our automated global GitHub synchronization. Full telemetry, velocity snapshots, and code summaries are scheduled for continuous enrichment.