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Your tf2 cfg/hud

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I just made this cfg for myself from various sources. I hope its ok. Thanks to m0re, airshot, quantum, Audi0 and anybody else who helped.

 

//Custom binds

bind "1" "cl_interp 0.010"

bind "2" "cl_interp 0.020"

bind "3" "cl_interp 0.030"

bind "4" "cl_interp 0.1"

 

bind "F5" "jpeg_quality 95;jpeg" // Make a Screenshot as jpeg

bind "F8" "record ThisIsADummyDemoFileWhichYouCanDelete;stop" // Reload all Models, counters the invisible bug after tabbing.

 

 

| NET |

// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

rate "30000" // Max bytes/sec the host can receive data.

cl_cmdrate "67" // Number of command pakets sent to the server per second.

cl_interp "0.03" // Interpolate x seconds from game (0.02 = 20ms)

cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.

cl_updaterate "67" // Number of packets per second you are requesting from the server.

cl_smooth "1" // 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).

 

 

cl_interp_all "0" // def. "0" # This ConVar controls some code optimizations for running client-side prediction. When set to 0, the optimization is run; only the set of entities that need interpolation are considered. When set to a nonzero value, the old behavior is run, where every networked entity is considered for interpolation.

 

 

 

 

// | MISC |

 

cl_autohelp "0"

con_enable "1"

cl_hud_minmode "1" // default 0

cl_autoreload "1"

fov_desired "90" // default 75

fps_max "100"

cl_autorezoom "0" // default 1

 

hud_fastswitch "1"

hud_classautokill "0"

 

cl_spec_carrieditems "0"

cl_use_tournament_specgui "1"

tf_remember_activeweapon "0"

tf_remember_lastswitched "0"

mp_tournament "1"

 

 

 

// Remove Ragdolls

alias ragdolls_on "cl_ragdoll_collide 1; cl_ragdoll_fade_time 15; cl_ragdoll_physics_enable 1; cl_ragdoll_forcefade 0"

alias ragdolls_off "ragdoll_sleepaftertime 10; cl_ragdoll_collide 0; cl_ragdoll_physics_enable 1; cl_ragdoll_fade_time 0.0F; g_ragdoll_fadespeed 0.0f; g_ragdoll_important_maxcount 10; g_ragdoll_lvfadespeed 10; g_ragdoll_maxcount 10"

ragdolls_off

 

 

echo " ___ "

echo "| _|_ __"

echo "| _| |_| |"

echo "|_| |_____|"

echo "autoexec.cfg loaded"

 

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try this

 

bind "key" "incrementvar cl_interp 0.01 0.04 0.01"

 

you can cycle 0.01, 0.02, 0.03 interp values with just one key. For pubs just bind another key to cl_interp 0.1 or otherwise replace "0.04" with "0.11" but then you'll have to cycle through all these values 0.01, 0.02 ...... 0.08,0.09, 0.1.

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Try this:

 

bind "q" "slot1;r_drawviewmodel 0"

bind "f' "slot2;r_drawviewmodel 0"

bind "3" "slot3;r_drawviewmodel 1"

 

The drawviewmodel switch enables you to have no models for the Scattergun and the Pistol, whereas gives you the models for the Bat. Feel free to mess with it, you might want the models switched on.

 

You can put the interp switching on f1, f2, f3, f4.

 

THE ABOVE IDEAS HAVE BEEN TAKEN FROM COMPLEXITY JAEGER'S CONFIG. JUST QUOTING IT.

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Better try this if you use the competitive.cfg

CODE

_______________________________________________________________

Voice Menu

bind "n" "say_team [radio] Good work !;voicemenu 2 7"

bind "m"say_team [radio] Need Help!;voicemenu 3 1"

bind ","say_team [radio] Incoming, Fallback!;voicemenu 2 1"

bind "kp_uparrow"say_team [radio] Lets Move Up!;voicemenu 1 4"

 

Demoman

exec "competitive/default_class.cfg"

 

demoman_primary_xhair

 

auto_interp // better for projectile classes unless your connection is trash.

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// Pipes

alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; demoman_primary_xhair"

// Sticky Launcher

alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; demoman_secondary_xhair"

// Bottle

alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; demoman_melee_xhair"

 

alias update_current_class "alias current_class class_demoman"

Engi

exec "competitive/default_class.cfg"

 

engineer_primary_xhair

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// Shotgun

alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; toggle_apistol_off; engineer_primary_xhair; alias weapon_next weapon2; alias weapon_prev weapon5"

// Pistol

alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; toggle_apistol; engineer_secondary_xhair"

// Wrench

alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; engineer_melee_xhair; alias weapon_next weapon4; alias weapon_prev weapon2"

 

alias update_current_class "alias current_class class_engineer"

 

Heavy

exec "competitive/default_class.cfg"

 

heavy_primary_xhair

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// Sasha

alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; heavy_primary_xhair"

// Natascha

alias "class_weapon1_2" "alias weapon_hide weapon_hide_on; heavy_primary_xhair"

// Shotgun

alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; heavy_secondary_xhair"

// Sandvich

alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; heavy_secondary_xhair"

// Fists

alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; heavy_melee_xhair"

// K.G.B.

alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; heavy_melee_xhair"

 

// -------------

// Toggle Calls

// -- called when the an alternate weapon toggle is used

// =============

alias equip_weapon1_1 "echo Sasha"

alias equip_weapon1_2 "echo Natascha"

alias equip_weapon2_1 "echo Shotgun"

alias equip_weapon2_2 "echo Sandvich"

alias equip_weapon3_1 "echo Fists"

alias equip_weapon3_2 "echo K.G.B"

 

alias update_current_class "alias current_class class_heavyweapons"

Heavy

exec "competitive/default_class.cfg"

 

medic_primary_xhair

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// Needlegun

alias "class_weapon1_1" "autoheal_off; alias weapon_hide weapon_hide_on; medic_primary_xhair"

// Blutsauger

alias "class_weapon1_2" "autoheal_off; alias weapon_hide weapon_hide_on; medic_primary_xhair"

// Medigun

alias "class_weapon2_1" "alias autoheal autoheal_off; autoheal_activator; alias weapon_hide weapon_hide_off; medic_secondary_xhair"

// Kritzkrieg

alias "class_weapon2_2" "alias autoheal autoheal_off autoheal_activator; alias weapon_hide weapon_hide_off; medic_secondary_xhair"

// Bonesaw

alias "class_weapon3_1" "autoheal_off; alias weapon_hide weapon_hide_off; alias swap weapon2; medic_melee_xhair"

// Ubersaw

alias "class_weapon3_2" "autoheal_off; alias weapon_hide weapon_hide_off; alias swap weapon2; medic_melee_xhair"

 

// -------------

// Toggle Calls

// -- called when the an alternate weapon toggle is used

// =============

alias equip_weapon1_1 "echo Needlegun"

alias equip_weapon1_2 "echo Blutsauger"

alias equip_weapon2_1 "echo Medigun; say_team ==== Medigun Equipped ===="

alias equip_weapon2_2 "echo Kritzkrieg; say_team ==== Kritzkrieg Equipped ===="

alias equip_weapon3_1 "echo Bonesaw"

alias equip_weapon3_2 "echo Ubersaw"

 

alias +class_attack2 "+attack2; say_team **I'm using uber**"

alias -class_attack2 "-attack2"

 

alias update_current_class "alias current_class class_medic"

PYRO

exec "competitive/default_class.cfg"

 

pyro_primary_xhair

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// Flame Thrower

alias "class_weapon1_1" "alias weapon_hide weapon_hide_off; pyro_primary_xhair"

// Backburner

alias "class_weapon1_2" "alias weapon_hide weapon_hide_off; pyro_primary_xhair"

// Shotgun

alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; pyro_secondary_xhair"

// Flare Gun

alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; pyro_secondary_xhair"

// Axe

alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; pyro_melee_xhair"

// Crit Axe

alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; pyro_melee_xhair"

 

 

// -------------

// Toggle Calls

// -- called when the an alternate weapon toggle is used

// =============

alias equip_weapon1_1 "echo Flame Thrower"

alias equip_weapon1_2 "echo BackBurner"

alias equip_weapon2_1 "echo Shotgun Equipped"

alias equip_weapon2_2 "echo Flare Gun Equipped"

alias equip_weapon3_1 "echo Fire Axe Equipped"

alias equip_weapon3_2 "echo Axtinguisher Equipped"

 

alias update_current_class "alias current_class class_pyro"

Soldier

exec "competitive/default_class.cfg"

+reload

 

auto_interp // better for projectile classes unless your connection is trash.

 

soldier_primary_xhair

 

//=======================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=======================

// Rocket Launcher

alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; soldier_primary_xhair"

// Shotgun

alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; soldier_secondary_xhair"

// Shovel

alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; soldier_melee_xhair"

 

alias update_current_class "alias current_class class_soldier"

SPY

exec "competitive/default_class.cfg"

 

spy_primary_xhair

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// NOTE: delete "alias swap previous_weapon" for standard swap functionality between the knife and the revolver (versus 1 and 2 like normal classes)

// Revolver

alias "class_weapon1_1" "alias swap weapon3; alias swap previous_weapon; alias weapon_hide weapon_hide_on; spy_primary_xhair; alias weapon_next weapon2; alias weapon_prev weapon4"

// Sapper

alias "class_weapon2_1" "alias swap weapon3; alias swap previous_weapon; alias weapon_hide weapon_hide_off; spy_secondary_xhair"

// Knife

alias "class_weapon3_1" "alias swap weapon1; alias swap previous_weapon; alias weapon_hide weapon_hide_off; spy_melee_xhair; alias weapon_next weapon4; alias weapon_prev weapon2"

// Disguise

alias "class_weapon4_1" "alias swap weapon3; alias swap previous_weapon; alias weapon_hide weapon_hide_off; alias weapon_next weapon1; alias weapon_prev weapon3"

 

alias update_current_class "alias current_class class_spy"

SCOUT

exec "competitive/default_class.cfg"

 

scout_primary_xhair

 

+reload // so the scattergun automatically reloads

 

alias +class_attack2 "firstperson; spec_prev"

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// Scattergun

alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; scout_primary_xhair"

// Fan

alias "class_weapon1_2" "alias weapon_hide weapon_hide_on; scout_primary_xhair"

// Pistol

alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; scout_secondary_xhair"

// Energy Drink

alias "class_weapon2_2" "alias weapon_hide weapon_hide_off; scout_secondary_xhair"

// Bat

alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; scout_melee_xhair"

// Sandman

alias "class_weapon3_2" "alias weapon_hide weapon_hide_off; alias swap weapon1; energy_off; scout_melee_xhair"

 

// -------------

// Toggle Calls

// =============

alias equip_weapon1_1 "echo Scattergun"

alias equip_weapon1_2 "echo Force-a-Nature"

alias equip_weapon2_1 "echo Pistol"

alias equip_weapon2_2 "alias class_weapon2 class_weapon2_2; toggle_apistol_off; echo Bonk"

alias equip_weapon3_1 "echo Bat"

alias equip_weapon3_2 "echo Sandman"

 

alias update_current_class "alias current_class class_scout"

SNIPER

exec "competitive/default_class.cfg"

 

sniper_primary_xhair

 

//=============================

// Weapon Specific Calls

// -- these are called every time a weapon is changed to and set individual scripts for that weapon.

// -- alternate weapons have separate calls where appropriate, e.g. class_weapon1_2

//=============================

// Sniper Rifle

alias "class_weapon1_1" "alias weapon_hide weapon_hide_on; sniper_primary_xhair"

// SMG

alias "class_weapon2_1" "alias weapon_hide weapon_hide_on; sniper_secondary_xhair"

// Machete

alias "class_weapon3_1" "alias weapon_hide weapon_hide_off; alias swap weapon1; sniper_melee_xhair"

 

alias update_current_class "alias current_class class_sniper"

My config

unbindall

bind "0" "slot10"

bind "1" "weapon1"

bind "2" "weapon2"

bind "3" "weapon3"

bind "4" "weapon4"

bind "5" "weapon5"

bind "6" "slot6"

bind "7" "slot7"

bind "8" "slot8"

bind "9" "slot9"

bind "a" "+moveleft"

bind "b" "say_team [radio] CHARGE! Let's GO!;voicemenu 1 7;voicemenu 1 6"

bind "c" "voice_menu_3"

bind "d" "+moveright"

bind "e" "voicemenu 0 0"

bind "f" "say_team :: ENEMY MEDIC DOWN! ::"

bind "g" "taunt"

bind "i" "showmapinfo"

bind "j" "prec_mark"

bind "l" "dropitem"

bind "m" "open_charinfo_direct"

bind "n" "noclip"

bind "p" "prec_record"

bind "q" "weapon1"

bind "r" "+reload"

bind "s" "+back"

bind "t" "impulse 101"

bind "u" "say_team"

bind "v" "impulse 101"

bind "w" "+forward"

bind "x" "voice_menu_2"

bind "y" "say"

bind "z" "voice_menu_1"

bind "KP_INS" "toggle_autoreload_key"

bind "KP_END" "host_timescale 1;echo Demo Playback Speed: 100%"

bind "KP_DOWNARROW" "host_timescale 1;echo Demo Playback Speed: 100%"

bind "KP_PGDN" "host_timescale 2;echo Demo Playback Speed: 200%"

bind "KP_LEFTARROW" "host_timescale 6;echo Demo Playback Speed: 600%"

bind "KP_5" "cl_detaildist 0"

bind "KP_HOME" "open_charinfo_backpack"

bind "KP_PGUP" "screenshot"

bind "KP_DEL" "toggle_weapon_hide_key"

bind "'" "+moveup"

bind "`" "toggleconsole"

bind "," "changeclass"

bind "." "changeteam"

bind "/" "+movedown"

bind "-" "low_interp"

bind "=" "high_interp"

bind "SPACE" "+crouchjump"

bind "TAB" "+showscores"

bind "CAPSLOCK" "+quickswitch"

bind "ESCAPE" "cancelselect"

bind "INS" "toggle_textchat_hotkey"

bind "DEL" "ToggleWAV"

bind "HOME" "toggle_voicechat_hotkey"

bind "END" "toggle_weapon_hide_key"

bind "PGUP" "ctf_hotkey"

bind "PGDN" "toggle_autoheal_key"

bind "PAUSE" "pause"

bind "SHIFT" "+jump"

bind "ALT" "+usedrop"

bind "CTRL" "+duckfix"

bind "UPARROW" "loop"

bind "LEFTARROW" "+attack2"

bind "DOWNARROW" "unloop"

bind "RIGHTARROW" "+attack"

bind "F1" "toggle_weapon1"

bind "F2" "toggle_weapon2"

bind "F3" "toggle_weapon3"

bind "F4" "toggle_weapon4"

bind "F5" "toggle_weapon5"

bind "F6" "jpeg"

bind "F7" "toggle_netg"

bind "F8" "record asdf; stop"

bind "F9" "server1_hotkey"

bind "F10" "server2_hotkey"

bind "F11" "server3_hotkey"

bind "F12" "server4_hotkey"

bind "MOUSE1" "+class_attack"

bind "MOUSE2" "+class_attack2"

bind "MOUSE3" "toggle_fov"

bind "MOUSE4" "prec_mark"

bind "MOUSE5" "+voicerecord"

bind "MWHEELUP" "+reload"

bind "MWHEELDOWN" "+reload"

cl_flipviewmodels "0"

cl_rumblescale "0"

cl_debugrumble "0"

cl_thirdperson "0"

cl_team "default"

cl_class "default"

hud_takesshots "1"

cl_showhelp "0"

hud_draw_fixed_reticle "0"

hud_achievement_description "1"

hud_achievement_count "8"

cl_chatfilters "31"

cc_linger_time "1.0"

cc_predisplay_time "0.25"

cc_subtitles "1"

cc_lang ""

crosshair "1"

cl_observercrosshair "1"

g15_update_msec "250"

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 "0"

joy_advaxisx "0"

joy_advaxisy "0"

joy_advaxisz "0"

joy_advaxisr "0"

joy_advaxisu "0"

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"

m_pitch "0.024"

m_filter "0"

sensitivity "4.4"

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_mouseaccel1 "0"

m_mouseaccel2 "0"

m_mousespeed "20"

My autoexec

exec airshot.cfg

exec airshot.cfg

//*****************************************************************************************

// Information

//*****************************************************************************************

// Name : Quantums Little Config

// Version : 1.0

// Creator : Quantum

// Hosted by : http://www.dieall.de -> Articles

// Included Files : see Quantum.cfg\Info\Version.txt

//*****************************************************************************************

//

//-----------------------

// TF2 launch option...

//-----------------------

// -heapsize 1048576 -noforcemaccel -noforcemparms -noforcemspd -console -novid

// * Enable Console: -console

// * No Video at Start: -novid

// * No Mouse Accerlation: -noforcemparms -noforcemaccel -noforcemspd

// * 2GB System Memory: -heapsize 1048576 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "1024"

// * 1GB System Memory: -heapsize 524288 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "512"

// * 512MB System Memory: -heapsize 262144 -> Adjust in Quantum.cfg\SourceEngine_Cache.cfg -> mem_max_heapsize "256"

 

 

//--------------------------------------------------------------

// - HighFPs with a littlebit left of the Visual Quality

//--------------------------------------------------------------

clear

echo "*********************************************************"

echo " Quantums Little Config 1.0 (2048MB)"

echo "*********************************************************"

 

exec Quantum.cfg\SourceEngine_HighFPS-Core

exec Quantum.cfg\SourceEngine_HighFPS-Model

exec Quantum.cfg\SourceEngine_HighFPS-Other

 

exec Quantum.cfg\SourceEngine_Cache

//exec Quantum.cfg\SourceEngine_Netsettings

exec Quantum.cfg\SourceEngine_Multicore

exec Quantum.cfg\SourceEngine_Custom

//exec Quantum.cfg\CustomBinds.cfg

 

// Still not enough FPS ? Try to set the command below to "1", but you will cry, tough guy. Mark my words...

// Set it to 0 for "normal" Textures, restart maybe required.

 

mat_showlowresimage 0

//--------------------------------------------------------------

exec competitive/competitive.cfg // where all the magic happens

//--------------------------------------------------------------

echo "*********************************************************"

 

 

 

 

 

//

// Graphics

//

cl_drawmonitors "0"

cl_detail_avoid_force "0"

cl_detail_avoid_radius "0"

cl_detail_avoid_recover_speed "0"

cl_detail_max_sway "0"

cl_detaildist "0"

cl_detailfade "0"

cl_ejectbrass "0"

//

 

mat_showlowresimage 0

mat_bumpmap "0"

mat_filtertextures "0"

mat_fastnobump "1"

mat_trilinear "0"

mat_forceaniso "0"

mat_antialias "0"

mat_vsync "0"

mat_picmip "2"

mat_clipz "1"

mat_compressedtextures "1"

mat_reducefillrate "1"

mat_framebuffercopyoverlaysize "0"

mat_bufferprimitives "1"

mat_envmapsize "0"

mat_envmaptgasize "0"

mat_forcehardwaresync "0"

mat_forcemanagedtextureintohardware "0"

mat_debug_postprocessing_effects "0"

mat_debug_process_halfscreen "0"

mat_debugdepthmode "0"

//

r_phong "0"

r_flex "0"

r_3dsky "0"

r_occlusion "0"

r_fastzreject "0"

r_updaterefracttexture "0"

r_renderoverlayfragment "0"

r_updaterefracttexture "0"

r_maxnewsamples "0"

r_maxsampledist "0"

r_norefresh "0"

r_minnewsamples "0"

r_TransitionSensitivity "0"

//

gl_clear "0"

flex_smooth "0"

lod_enable "1"

lod_TransitionDist "1"

 

//

// Light

//

mat_debug_autoexposure "0"

mat_debug_bloom "0"

mat_specular "0"

mat_fastspecular "1"

mat_hdr_level "0"

mat_hdr_enabled "0"

mat_disable_lightwarp "1"

mat_disable_ps_patch "1"

mat_disable_fancy_blending "1"

mat_autoexposure_max "0"

mat_autoexposure_min "0"

mat_filterlightmaps "0"

mat_disable_bloom "1"

mat_bloomscale "0"

mat_force_bloom "0"

mat_parallaxmap "0"

r_dynamic "0"

r_lightaverage "0"

r_worldlightmin "0"

r_worldlights "0"

r_maxdlights "0"

r_PhysPropStaticLighting "0"

r_dopixelvisibility "0"

r_ambientboost "0"

r_ambientfactor "1"

 

//

// Models

//

g_ragdoll_fadespeed "0"

g_ragdoll_important_maxcount "0"

g_ragdoll_lvfadespeed "0"

g_ragdoll_maxcount "0"

r_eyes "0"

r_eyemove "0"

r_eyegloss "0"

r_eyesize "0"

r_eyeshift_z "0"

r_eyeshift_y "0"

r_eyeshift_x "0"

r_teeth "0"

r_lod "-1"

r_rootlod "2"

cl_ragdoll_collide "0"

 

//

// Shadows

//

r_shadowmaxrendered "0"

r_shadows "0"

r_shadowrendertotexture "0"

mat_shadowstate "0"

 

//

// Props

//

props_break_max_pieces "0"

props_break_max_pieces_perframe "0"

cl_phys_props_max "0"

func_break_max_pieces "0"

 

//

// Sound

//

snd_mixahead "0.1"

dsp_enhance_stereo "0"

dsp_slow_cpu "1"

 

//

// Ropes

//

rope_smooth_maxalphawidth "0"

rope_smooth_maxalpha "0"

rope_smooth_enlarge "0"

rope_wind_dist "0.01"

rope_subdiv "0"

rope_smooth_minwidth "0"

rope_smooth_minalpha "0"

rope_averagelight "0"

rope_smooth "0"

rope_shake "0"

rope_collide "0"

r_ropetranslucent "0"

 

//

// Decals

//

r_maxmodeldecal "0"

r_drawmodeldecals "0"

r_decals "0"

r_decal_cullsize "9999"

r_drawflecks "0"

r_drawbatchdecals "0"

mp_decals "0"

 

//

// Violence

//

violence_ablood "0"

violence_agibs "0"

violence_hblood "0"

violence_hgibs "0"

 

//

// Preload

//

cl_forcepreload 1

sv_forcepreload 1

 

//

// Binds

//

bind "kp_5" "cl_detaildist 0"

 

//

// Misc

//

fps_max "0"

con_enable "1"

cl_hidehints "1"

cl_hideactionindicators "1"

/////

/////

Clear

/////

/////

 

r_fastzreject 1

mat_disable_bloom 1

mat_specular 0

r_3dsky 0

r_dynamic 0

r_shadows 0

mat_dxlevel 81

muzzleflash_light 0

cl_ejectbrass 0

cl_show_splashes 0

r_decals 0

mp_decals 0

r_drawmodeldecals 0

r_waterforceexpensive 0

r_waterforcereflectentities 0

r_drawdetailprops 0

cl_phys_props_enable 0

cl_ragdoll_collide 0

cl_ragdoll_fade_time 0

cl_ragdoll_physics_enable 0

cl_forcepreload 1

mat_picmip 10

mat_bumpmaps 0

exec hitsound.cfg

r_fastzreject 1

mat_disable_bloom 1

mat_specular 0

r_3dsky 0

r_dynamic 0

muzzleflash_light 0

cl_ejectbrass 0

cl_show_splashes 0

r_decals 0

mp_decals 0

r_drawmodeldecals 0

r_waterforceexpensive 0

r_waterforcereflectentities 0

r_drawdetailprops 0

cl_phys_props_enable 0

cl_forcepreload 1

 

bind del "ToggleWAV"

exec Boxx/servers.cfg

exec BoTboxx_rec/rec.cfg

plugin_load "..\bin\HPB_Bot2"

exec replayer

 

 

 

cl_smooth 0

 

alias loop "+attack;+attack2;+forward;wait 50;-forward;+back;wait 50;-attack;-attack2;+attack;+attack;-back;+moveleft;wait 50;-moveleft;-attack2;-attack;loop"

bind uparrow "loop"

 

alias unloop "alias loop ";

bind downarrow "unloop"

bind "mwheelup" "+reload"

bind "mwheeldown" "+jump"

bind "mouse4" "prec_mark"

bind p "prec_record"

bind f "say_team :: ENEMY MEDIC DOWN! ::"

 

net_maxfragments "1280"

rate "30000"

con_enable 1

cl_showpos 0

cl_cmdrate "100"

cl_updaterate "100"

cl_pred_optimize "2"

cl_predictweapons "1"

 

//ding_a_ling

play "ding_a_ling.wav"

tf_dingalingaling 1

tf_dingaling_wav_override "ding_a_ling.wav"

tf_dingaling_volume 1

tf_dingaling_pitchmaxdmg 80

tf_dingaling_pitchmindmg 130

 

//Voice Communication

bind "n" "say_team [radio] Good work !;voicemenu 2 7"

bind "m"say_team [radio] Need Help!;voicemenu 3 1"

bind ","say_team [radio] Incoming, Fallback!;voicemenu 2 1"

bind "kp_uparrow"say_team [radio] Lets Move Up!;voicemenu 1 4"

echo carnagejohnson config


My crosshairs

// ----------------------------------------------------------------------

//

// Crosshairs

// -- Crosshairs for individual weapons

//

// ======================================================================

 

// ------------

// Crosshairs

// -- edit each weapon's crosshair to your liking

// ============

// defaults

alias primary_xhair "circle; green; medium" // slot 1 default

alias secondary_xhair "solid_plus; green; big" // slot 2 default

alias melee_xhair "default_xhair" // slot 3 default

 

// crosshair types

alias "default_xhair" "exec competitive/reset_default_crosshair.cfg"

alias "plus_dot" "cl_crosshair_file crosshair1"

alias "tee_dot" "cl_crosshair_file crosshair2"

alias "circle" "cl_crosshair_file crosshair3"

alias "ex" "cl_crosshair_file crosshair4"

alias "dot" "cl_crosshair_file crosshair5"

alias "plus_no_dot" "cl_crosshair_file crosshair6"

alias "solid_plus" "cl_crosshair_file crosshair7"

 

// crosshair colors

alias "white" "cl_crosshair_red 255; cl_crosshair_blue 255; cl_crosshair_green 255"

alias "grey" "cl_crosshair_red 170; cl_crosshair_blue 170; cl_crosshair_green 170"

alias "black" "cl_crosshair_red 0; cl_crosshair_blue 0; cl_crosshair_green 0"

alias "red" "cl_crosshair_red 255; cl_crosshair_blue 0; cl_crosshair_green 0"

alias "blue" "cl_crosshair_red 0; cl_crosshair_blue 255; cl_crosshair_green 0"

alias "green" "cl_crosshair_red 0; cl_crosshair_blue 0; cl_crosshair_green 255"

alias "yellow" "cl_crosshair_red 255; cl_crosshair_blue 0; cl_crosshair_green 255"

alias "purple" "cl_crosshair_red 255; cl_crosshair_blue 255; cl_crosshair_green 0"

alias "teal" "cl_crosshair_red 0; cl_crosshair_blue 255; cl_crosshair_green 255"

alias "orange" "cl_crosshair_red 255; cl_crosshair_blue 85; cl_crosshair_green 170"

 

// crosshair size

alias "biggest" "cl_crosshair_scale 48"

alias "big" "cl_crosshair_scale 40"

alias "medium" "cl_crosshair_scale 32"

alias "small" "cl_crosshair_scale 24"

alias "smallest" "cl_crosshair_scale 16"

alias "no_xhair" "cl_crosshair_scale 0"

 

// primary weapons

alias scout_primary_xhair "dot; white; small"

alias soldier_primary_xhair "solid_plus; white; smallest"

alias pyro_primary_xhair "solid_plus; white; smallest"

alias demoman_primary_xhair "solid_plus; white; smallest"

alias heavy_primary_xhair "circle; green; big"

alias engineer_primary_xhair primary_xhair

alias medic_primary_xhair primary_xhair

alias sniper_primary_xhair "solid_plus; white; smallest"

alias spy_primary_xhair default_xhair

 

// secondary weapons

alias scout_secondary_xhair "solid_plus; white; smallest"

alias soldier_secondary_xhair "dot; white; small"

alias soldier_primary_xhair "solid_plus; white; smallest

alias pyro_secondary_xhair secondary_xhair

alias demoman_secondary_xhair "circle; white; small"

alias heavy_secondary_xhair secondary_xhair

alias engineer_secondary_xhair secondary_xhair

alias medic_secondary_xhair "circle; green; big"

alias sniper_secondary_xhair "dot; white; small"

alias spy_secondary_xhair default_xhair

 

// melee weapons

alias scout_melee_xhair melee_xhair

alias soldier_melee_xhair melee_xhair

alias pyro_melee_xhair melee_xhair

alias demoman_melee_xhair melee_xhair

alias heavy_melee_xhair melee_xhair

alias engineer_melee_xhair melee_xhair

alias medic_melee_xhair melee_xhair

alias sniper_melee_xhair melee_xhair

alias spy_melee_xhair melee_xhair

 

Network.cfg

// ----------------------------------------------------------------------

//

// Network

// -- Net Graph Toggle - toggles netgraph on and off

// -- Interp settings - aliases for setting auto, low, high interp: by default bound 1, 2, and 3 on your number pad.

// -- Interp Statekey Stuff - alternates functionality of the network keys to save space

//

// ======================================================================

 

// -----------------

// Net Graph Toggle

// -- toggles netgraph on and off

// =================

alias net_graph_0 "net_graph 0"

alias net_graph_1 "net_graph 1"

alias net_graph_3 "net_graph 3"

 

alias toggle_netg "" // will set your net_graph to this @first click

alias toggle_netg_1 "alias net_graph_selection net_graph_1; net_graph_1; alias toggle_netg toggle_netg_3; echo Net Graph 1"

alias toggle_netg_3 "alias net_graph_selection net_graph_3; net_graph_3; alias toggle_netg toggle_netg_0; echo Net Graph 3"

alias toggle_netg_0 "alias net_graph_selection net_graph_0; net_graph_0; alias toggle_netg toggle_netg_1; echo Net Graph Off"

 

alias net_graph_selection // value is manipulated by toggle_netg, Possible values: net_graph_on / net_graph_off

 

// ----------------

// Interp settings

// -- aliases for setting auto, low, high interp: by default bound 1, 2, and 3 on your number pad.

// ================

// sets ping based on updaterate, limited usefulness (pubs) since most comp servers limit cl_interp_ratio to 1

// momentarilly turns net_graph on then returns it to user selected state

alias auto_interp "cl_interp_ratio 2; cl_interp 0; echo Auto Interp on"

// minimal (default) interp, best for very little loss and projectiles

alias low_interp "cl_interp_ratio 1; cl_interp 0.0152; echo Low Interp"

// 66 updaterate / 2. Provides 2 packet buffer for prediction

alias high_interp "cl_interp_ratio 1; cl_interp 0.033; echo High Interp"

 

alias increment_up "incrementvar cl_interp .01 .1 .005"

alias increment_down "incrementvar cl_interp .01 .1 -.005"

 

// ----------------------

// Interp Statekey Stuff

// -- enables interp increment hotkeys when statekey is pressed

// ======================

alias auto_interp_key auto_interp

alias low_interp_key low_interp

alias high_interp_key high_interp

 

alias +interpstuff "alias high_interp_key increment_up; alias low_interp_key increment_down"

alias -interpstuff "alias high_interp_key high_interp; alias low_interp_key low_interp"

 

Here is a recommended network.cfg

//NETWORK SETTINGS ADJUSTMENT SCRIPT BY A1DS

//interp ratio of 1.0

 

 

alias rateadjust "ratear"

alias ratear "rate 30000; cl_cmdrate 100; cl_updaterate 100; cl_interp_ratio 1; developer 1; echo Network Settings Adjusted --> rate 30000 cl_cmdrate 100 cl_updaterate 100 cl_interp_ratio 1; wait 500; developer 0; alias rateadjust ratear1"

alias ratear1 "rate 30000; cl_cmdrate 66; cl_updaterate 66; cl_interp_ratio 1; developer 1; echo Network Settings Adjusted --> rate 30000 cl_cmdrate 66 cl_updaterate 66 cl_interp_ratio 1; wait 500; developer 0; alias rateadjust ratear2"

alias ratear2 "rate 20000; cl_cmdrate 66; cl_updaterate 66; cl_interp_ratio 1; developer 1; echo Network Settings Adjusted --> rate 20000 cl_cmdrate 66 cl_updaterate 66 cl_interp_ratio 1; wait 500; developer 0; alias rateadjust ratear3"

alias ratear3 "rate 20000; cl_cmdrate 50; cl_updaterate 50; cl_interp_ratio 1; developer 1; echo Network Settings Adjusted --> rate 20000 cl_cmdrate 50 cl_updaterate 50 cl_interp_ratio 1; wait 500; developer 0; alias rateadjust ratear4"

alias ratear4 "rate 15000; cl_cmdrate 35; cl_updaterate 35; cl_interp_ratio 1; developer 1; echo Network Settings Adjusted --> rate 15000 cl_cmdrate 35 cl_updaterate 35 cl_interp_ratio 1; wait 500; developer 0; alias rateadjust ratear"

 

//interp ratio of 1.5

 

alias rateadjust15 "ratear_1.5"

alias ratear_1.5 "rate 30000; cl_cmdrate 100; cl_updaterate 100; cl_interp_ratio 1.5; developer 1; echo Network Settings Adjusted --> rate 30000 cl_cmdrate 100 cl_updaterate 100 cl_interp_ratio 1.5; wait 500; developer 0; alias rateadjust15 ratear_1.51"

alias ratear_1.51 "rate 30000; cl_cmdrate 66; cl_updaterate 66; cl_interp_ratio 1.5; developer 1; echo Network Settings Adjusted --> rate 30000 cl_cmdrate 66 cl_updaterate 66 cl_interp_ratio 1.5; wait 500; developer 0; alias rateadjust15 ratear_1.52"

alias ratear_1.52 "rate 20000; cl_cmdrate 66; cl_updaterate 66; cl_interp_ratio 1.5; developer 1; echo Network Settings Adjusted --> rate 20000 cl_cmdrate 66 cl_updaterate 66 cl_interp_ratio 1.5; wait 500; developer 0; alias rateadjust15 ratear_1.53"

alias ratear_1.53 "rate 20000; cl_cmdrate 50; cl_updaterate 50; cl_interp_ratio 1.5; developer 1; echo Network Settings Adjusted --> rate 20000 cl_cmdrate 50 cl_updaterate 50 cl_interp_ratio 1.5; wait 500; developer 0; alias rateadjust15 ratear_1.54"

alias ratear_1.54 "rate 15000; cl_cmdrate 35; cl_updaterate 35; cl_interp_ratio 1.5; developer 1; echo Network Settings Adjusted --> rate 15000 cl_cmdrate 35 cl_updaterate 35 cl_interp_ratio 1.5; wait 500; developer 0; alias rateadjust15 ratear_1.5"

 

//interp ratio 2.0

alias rateadjust20 "ratear_2.5"

alias ratear_2.5 "rate 30000; cl_cmdrate 100; cl_updaterate 100; cl_interp_ratio 2; developer 1; echo Network Settings Adjusted --> rate 30000 cl_cmdrate 100 cl_updaterate 100 cl_interp_ratio 2; wait 500; developer 0; alias rateadjust20 ratear_2.51"

alias ratear_2.51 "rate 30000; cl_cmdrate 66; cl_updaterate 66; cl_interp_ratio 2; developer 1; echo Network Settings Adjusted --> rate 30000 cl_cmdrate 66 cl_updaterate 66 cl_interp_ratio 2; wait 500; developer 0; alias rateadjust20 ratear_2.52"

alias ratear_2.52 "rate 20000; cl_cmdrate 66; cl_updaterate 66; cl_interp_ratio 2; developer 1; echo Network Settings Adjusted --> rate 20000 cl_cmdrate 66 cl_updaterate 66 cl_interp_ratio 2; wait 500; developer 0; alias rateadjust20 ratear_2.53"

alias ratear_2.53 "rate 20000; cl_cmdrate 50; cl_updaterate 50; cl_interp_ratio 2; developer 1; echo Network Settings Adjusted --> rate 20000 cl_cmdrate 50 cl_updaterate 50 cl_interp_ratio 2; wait 500; developer 0; alias rateadjust20 ratear_2.54"

alias ratear_2.54 "rate 15000; cl_cmdrate 35; cl_updaterate 35; cl_interp_ratio 2; developer 1; echo Network Settings Adjusted --> rate 15000 cl_cmdrate 35 cl_updaterate 35 cl_interp_ratio 2; wait 500; developer 0; alias rateadjust20 ratear_2.5"

 

//QUICK NETGRAPH

 

alias quickng "ngoff"

alias ngon "net_graph 3; wait; alias quickng ngoff"

alias ngoff "net_graph 0; wait; alias quickng ngon"

 

//binds

 

bind "p" "rateadjust"

bind "[" "rateadjust15"

bind "]" "rateadjust20"

bind "\" "quickng"

 

 

I just made this cfg for myself from various sources. I hope its ok. Thanks to m0re' date=' airshot, quantum, Audi0 and anybody else who helped.

 

//Custom binds

bind "1" "cl_interp 0.010"

bind "2" "cl_interp 0.020"

bind "3" "cl_interp 0.030"

bind "4" "cl_interp 0.1"

 

bind "F5" "jpeg_quality 95;jpeg" // Make a Screenshot as jpeg

bind "F8" "record ThisIsADummyDemoFileWhichYouCanDelete;stop" // Reload all Models, counters the invisible bug after tabbing.

 

 

| NET |

// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

rate "30000" // Max bytes/sec the host can receive data.

cl_cmdrate "67" // Number of command pakets sent to the server per second.

cl_interp "0.03" // Interpolate x seconds from game (0.02 = 20ms)

cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.

cl_updaterate "67" // Number of packets per second you are requesting from the server.

cl_smooth "1" // 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).

 

 

cl_interp_all "0" // def. "0" # This ConVar controls some code optimizations for running client-side prediction. When set to 0, the optimization is run; only the set of entities that need interpolation are considered. When set to a nonzero value, the old behavior is run, where every networked entity is considered for interpolation.

 

 

 

 

// | MISC |

 

cl_autohelp "0"

con_enable "1"

cl_hud_minmode "1" // default 0

cl_autoreload "1"

fov_desired "90" // default 75

fps_max "100"

cl_autorezoom "0" // default 1

 

hud_fastswitch "1"

hud_classautokill "0"

 

cl_spec_carrieditems "0"

cl_use_tournament_specgui "1"

tf_remember_activeweapon "0"

tf_remember_lastswitched "0"

mp_tournament "1"

 

 

 

// Remove Ragdolls

alias ragdolls_on "cl_ragdoll_collide 1; cl_ragdoll_fade_time 15; cl_ragdoll_physics_enable 1; cl_ragdoll_forcefade 0"

alias ragdolls_off "ragdoll_sleepaftertime 10; cl_ragdoll_collide 0; cl_ragdoll_physics_enable 1; cl_ragdoll_fade_time 0.0F; g_ragdoll_fadespeed 0.0f; g_ragdoll_important_maxcount 10; g_ragdoll_lvfadespeed 10; g_ragdoll_maxcount 10"

ragdolls_off

 

 

echo " ___ "

echo "| _|_ __"

echo "| _| |_| |"

echo "|_| |_____|"

echo "autoexec.cfg loaded"

 

 

For more scripts go to http://tf2wiki.net/wiki/General_scripts

How did i help you o_O and yea a tip cl_smooth 0 shows exact world position though if it is jittery for you keep it at whatever you want to

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