fps_max 76 exec Quantum.cfg\SourceEngine_Cache exec Quantum.cfg\SourceEngine_Multicore exec Quantum.cfg\SourceEngine_Custom tf_dingalingaling "1" tf_dingaling_pitchmaxdmg "80" tf_dingaling_pitchmindmg "130" tf_dingaling_volume "1.00" // computer specs : intel core duo e6400 @ 2.4GHz : nvidia 9500GT 1024mb : 2GB ddr2 800MHz @ windows xp sp3 : // m0re @ qnet : http://www.m0re.nocrits.com/ : // date ;; september 2009 // _______________ // | READ THIS | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // x:\Steam\steamapps\\team fortress 2\tf\cfg // clear config.cfg ;; dont clear bind commands // right click tf2 > properties > launch options // -dxlevel 81 -w 1280 -h 800 -full -console -novid -heapsize 1572864 -freq 75 -nojoy -noipx -noforcemparms -noforcemaccel -noforcemspd // -dxlevel x -w x -h x -full/window -console -novid -heapsize x -freq x -nojoy -noipx -noforcemparms -noforcemaccel -noforcemspd // ____________________ // | LAUNCH OPTIONS | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // -heapsize ;; system memory/2 (x 1024) | [ 2048 / 2 (x 1024) = 1048576] // -nojoy ;; Disables joystick to reduce memory usage. // -noipx ;; Don't load IPX Connections, save ram. // -noforcemspd ;; Use desktop mouse speed settings. // -noforcemparms ;; Use desktop mouse buttons 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. // -32bit ;; Forces the engine to start in 32-bit mode. Only useful on 64-bit Operating Systems. // -dev ;; Enables developer mode. Also disables the automatic loading of menu background maps and stops the quit dialog from appearing on exit. // // -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 | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // _______________ // | NET | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ rate "60000" // Max bytes/sec the host can receive data. cl_cmdrate "66" // Number of command pakets sent to the server per second. cl_interp "0.01" // 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_predictweapons "1" cl_resend "6" cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate). net_compresspackets "1" // def. "1" # Use lz compression on game packets. net_compresspackets_minsize "128" // def. "128" # Don't bother compressing packets below this size. net_maxfragments "1260" // def. "1260" # Max fragment bytes per packet net_maxcleartime "4" // def. "4" # Max count (def 4) of seconds we can wait for next packets to be sent based on rate setting (0 == no limit). // _______________ // | MAT | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ mat_queue_mode "2" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded mat_mipmaptextures "1" // texture quality decreases with distance 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_antialias "0" // Anti-aliasing on(1,2,4,8)/off(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_bufferprimitives "1" mat_clipz "1" mat_colorcorrection "0" mat_compressedtextures "1" mat_disable_bloom "1" mat_debugdepthval "0" mat_debugdepthvalmax "0" mat_forceaniso "0" // change to 0 if you notice lower fps mat_forcehardwaresync "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_parallaxmap "0" mat_shadowstate "0" mat_use_compressed_hdr_textures "1" mat_trilinear "0" // Disables the use of Trilinear mipmapping. mat_wateroverlaysize "8" // Sets the resolution of water distortion. Must be multiple of 8. mat_aaquality "0" // mat_softwarelighting "0" mat_autoexposure_max "0" mat_autoexposure_min "0" mat_bloomscale "0" mat_bloom_scalefactor_scalar "0" mat_disable_fancy_blending "1" mat_disable_lightwarp "1" mat_disable_ps_patch "1" mat_envmapsize "0" mat_envmaptgasize "0" mat_fastspecular "1" mat_fastnobump "0" mat_forcemanagedtextureintohardware "0" mat_framebuffercopyoverlaysize "0" mat_parallaxmap "0" mat_diffuse "1" 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_alphacoverage "0" mat_non_hdr_bloom_scalefactor "0" mat_maxframelatency "0" mat_max_worldmesh_vertices "0" mat_filterlightmaps "0" mat_filtertextures "0" mat_specular "0" // _______________ // | SOUND | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // 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 | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ violence_agibs "0" // Show alien gib entities violence_hgibs "0" // Show human gib entities violence_hblood "1" // Draw human blood violence_ablood "1" // Draw alien blood // _______________ // | R_ | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ r_lightaverage "0" r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls r_drawflecks "0" r_decals "2" r_dynamic "0" r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled. r_decal_cullsize "15" // Decals under this size in pixels are culled // _lower texture quality at distance_ r_drawmodeldecals "0" r_decalstaticprops "0" // Decal static props test r_dopixelvisibility "0" r_eyes "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_lod "2" // _adjusts model quality--set between -5 and 5_ r_PhysPropStaticLighting "0" r_occlusion "1" // Activate/deactivate the occlusion system. r_rootlod "2" // Root LOD r_renderoverlayfragment "0" r_spray_lifetime "0" // Number of rounds player sprays are visible r_teeth "0" r_worldlights "0" // number of world lights to use per vertex r_shadowmaxrendered "0" // Max shadows the game will render. r_shadowrendertotexture "0" // 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_ambientboost "0" r_ambientmin "0" r_ambientfactor "0" r_ropetranslucent "0" r_drawdetailprops "0" r_threaded_client_shadow_manager "0" r_threaded_particles "0" r_threaded_renderables "0" r_queued_decals "0" r_queued_post_processing "1" r_drawbatchdecals "0" r_hunkalloclightmaps "0" r_maxdlights "0" r_maxmodeldecal "0" r_maxnewsamples "0" r_maxsampledist "0" r_minnewsamples "0" r_bloomtintg "0" r_bloomtintb "0" r_bloomtintexponent "0" r_bloomtintr "0" r_shadows "0" r_lightcache_zbuffercache "0" r_flex "0" r_cheapwaterend "2000" // 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_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling 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_ | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 "1" // 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 "1" cl_ragdoll_fade_time "10" cl_ragdoll_physics_enable "1" cl_ragdoll_forcefade "0" // _______________ // | ROPES | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 | // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ sv_forcepreload "1" // forces preload to help increase performance jpeg_quality "100" // jpeg screenshot quality. mat_monitorgamma "1.6" // 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 flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes. props_break_max_pieces "-1" // 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 "1" // 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 "|m0re @ qnet : http://m0re.nocrits.com/ |" echo "+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+"