// stabby stabby's autoexec.cfg for custom huds. Set to 1 for minimum mode hud. exec protect.cfg exec test123 hud_combattext_batching 1 mat_phong 0 bind "UPARROW" "prec_mark" sv_cheats 1 echo "fps_max 300" alias +scoreboard "+showscores;net_graph 3" alias -scoreboard "-showscores;net_graph 1" bind "tab" "+scoreboard" cl_updaterate 66 cl_cmdrate 66 cl_interp_ratio 1.000000 // 1.35 cl_interp 0.0152 rate 100000 cl_phys_props_enable 1 cl_phys_props_max 128 props_break_max_pieces -1 r_propsmaxdist 1000 violence_agibs 0 violence_hgibs 0 fps_max "300" cl_smooth 1 cl_smoothtime ".1" cl_pred_optimize "2" r_renderoverlayfragment 0 mat_max_worldmesh_vertices 0 m_yaw 0.022000 m_pitch 0.022000 viewmodel_fov 115 fov_desired 90 cl_autoreload 1 cl_showerror 0 cl_showfps 1 soundinfo dsp_enhance_stereo 0 snd_disable_mixer_duck 0 snd_pitchquality 1 dsp_slow_cpu 1 soundinfo developer 1 bind KP_INS "togglemute" alias togglemute "togglemuteb" alias togglemuteb "volume 0;alias togglemute togglemuter" alias togglemuter "volume .53;alias togglemute togglemuteb" bind "KP_DOWNARROW" "volume .5" bind "KP_end" "volume .15" bind "UPARROW" "exec default.cfg" r_lod 0 r_rootlod 2 mat_picmip 3 mat_mipmaptextures 0 r_flex 0 r_eyegloss 0 r_eyemove 0 r_eyeshift_x 0 r_eyeshift_y 0 r_eyeshift_z 0 r_eyes 0 r_eyesize 0 blink_duration 0 r_teeth 0 cl_ragdoll_collide "'0" // def. "0" # Collision between corpses on(1)/off(0) cl_ragdoll_forcefade "0" // def. "0" # If set to "1" then cl_ragdoll_forcefade is used cl_ragdoll_fade_time "0" // def. "15" # Fadingtime in seconds of corpses 0 => No Corpse cl_ragdoll_physics_enable "0" // def. "1" # Ragdollsystem for the corpses on(1)/off(0) | off meens corpses standing around with no animation r_ragdoll_pronecheck_distance mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0) mat_filtertextures "1" // def. "1" // low 0 # Filter textures on(1)/off(0) mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0) mat_trilinear "1" // def. "" // low 1 # Trilinear filtering on(1)/off(0) mat_aaquality 0 // low 0 // mat_software_aa_quality 1mat_software_aa_strength 0mat_software_aa_strength_vgui -1mat_software_aa_blur_one_pixel_lines 1mat_software_aa_edge_threshold 1mat_software_aa_tap_offset .1 mat_software_aa_quality 0 // was 9 mat_software_aa_strength 0 mat_software_aa_strength_vgui -1 mat_software_aa_blur_one_pixel_lines 0 mat_software_aa_edge_threshold 9 mat_software_aa_tap_offset "1" cl_ejectbrass 0 muzzleflash_light 0 cl_muzzleflash_dlight_1st 0 cl_new_impact_effects 0 cl_rumblescale 0 cl_debugrumble 0 mat_reduceparticles 1 cl_detailfade "0" // def. "400" # Distance across which detail props fade in cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0) cl_phys_props_max "5" // def. "300" # Count of physical Props props_break_max_pieces "0" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0) r_propsmaxdist "15" // def. "1200" # Behind this distance they are not rendered mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps) tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1) lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality mp_decals "200" // def. "200" # Count of Decals used for Multiplayer r_decal_cullsize "5" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing r_decals "2048" // def. "2048" # Count of Decals used by the entire SourceEngine r_drawmodeldecals "1" // def. "" # Render decals on the Models on(1)/off(0) r_maxmodeldecal "12" // def. "32" # Count of Decals to Render on the Models mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. // mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. Values over 20 should not be used in most cases. // mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. Values over 20 should not be used in most cases. Typical values are less than 1. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect (how strong it will appear) mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1) mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0) mat_use_compressed_hdr_textures "1" // def. "1" # Compress Texturs used with HDR (less Memoryusage in GraphicCard - Imagequality a little less) mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0) mat_filterlightmaps "0" // def. "1" # Filtering ligthmaps on(1)/off(0) mat_specular "0" // def. "1" # Specular highlight on(1)/off(0) r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0) r_lightaverage "0" // def. "1" # light averaging on(1)/off(0) r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat. r_PhysPropStaticLighting "0" // def. "1" # Static Lighting on props on(1)/off(0) r_occlusion "0" // def. "1" # Use the occlusion system from the SourceEngine on(1)/off(0) r_worldlights "1" // def. "4" # Number of world lights to use per vertex mat_disable_lightwarp "1" // def. "0" # UNKOWN -> Exact Effect unkown, but its a part of Phongshading. A 1D Texture for some shading. r_flashlightdepthtexture "0" // def. "1" # 1 = High, 0 = Low r_shadowrendertotexture "2" // def. "" was "2" # 1 = High, 0 = Low r_shadowmaxrendered "18" // def. "" # Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High] nb_shadow_dist = "400" mat_bumpmap "1" // def. "" # Bumpmapping on(1)/off(0) mat_clipz "1" // def. "" # If set to 1, uses an optimization technique to reduce what is drawn on screen for a performance improvement. Note that some Nvidia FX card owners need to set mat_clipz 0 to fix rendering problems. mat_colorcorrection "0" // def. "" # Normaly forced to 0 on Public Servers mat_compressedtextures "1" // def. "1" # Texturcompression on(1)/off(0) ( on(1) reduces usage of Memory in the GraphicCard but cost a little bit quality) mat_envmapsize "0" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality mat_envmaptgasize "0" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?) mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0) mat_parallaxmap "0" // def. "0" # Use Parallaxmapping texture_budget_background_alpha "999" // changeable texture_budget_panel_height "0" // changeable texture_budget_panel_width "0" // changeable r_3dnow 0 r_3dsky 0 r_fastzreject "-1" // def. "-1" # Use the optimized Z-Buffer Alorithm automatic(-1)/on(1)/off(0) r_renderoverlayfragment "1" // def. "1" # Rendering of multiple Texturelayers on(1)/off(0) datacachesize "128" // def. "32" # GeneralDataCache in MB. Use 64MB for 1GB, 128MB for >= 2GB mat_forcemanagedtextureintohardware 1 // multicore rendering cvars--adjust to your CPU specs mat_queue_mode "-1" host_thread_mode 2 cl_threaded_bone_setup "0" cl_threaded_client_leaf_system "0" r_threaded_client_shadow_manager "0" r_threaded_particles "1" r_threaded_renderables "1" r_queued_decals "0" r_queued_post_processing "0" studio_queue_mode 0 mp_usehwmmodels "-1" mp_usehwmvcds "-1" snd_mix_async "1" snd_async_fullyasync 1 snd_async_spew_blocking 1 rope_shake 0 rope_smooth 0 rope_wind_dist 0 rope_collide 0 rope_subdiv 0 rope_smooth_enlarge 0 rope_smooth_maxalpha 0 rope_smooth_maxalphawidth 0 rope_smooth_minalpha 0 rope_smooth_minwidth 0 rope_averagelight 0 r_ropetranslucent 0 r_queued_ropes 0 m_customaccel_exponent 0 m_customaccel_max 0 m_customaccel_scale 0 m_filter 0 m_forward 1 m_mouseaccel1 0 m_mouseaccel2 0 m_mousespeed 1 m_customaccel 0 //movements xhairs bind "w" "+fw;dotxhaircolor" alias +fw "+forward;dotxhaircolor" alias -fw "-forward;dotxhaircolor" bind "s" "+bw;dotxhaircolor" alias +bw "+back;dotxhaircolor" alias -bw "-back;dotxhaircolor" bind "d" "+mr;dotxhaircolor" alias +mr "+moveright;dotxhaircolor" alias -mr "-moveright;dotxhaircolor" bind "a" "+ml;dotxhaircolor" alias +ml "+moveleft;dotxhaircolor" alias -ml "-moveleft;dotxhaircolor" bind "ctrl" "+dk;dotxhaircolor" alias +dk "+duck;dotxhaircolor" alias -dk "-duck;dotxhaircolor" //bw xhair color toggle //========================================================= alias dotxhaircolorbw "dotxhaircolorbwb" alias dotxhaircolorbwb "cl_crosshair_blue 0; cl_crosshair_green 0; cl_crosshair_red 0;alias dotxhaircolorbw dotxhaircolorbwr" alias dotxhaircolorbwr "cl_crosshair_blue 64; cl_crosshair_green 255; cl_crosshair_red 255;alias dotxhaircolorbw dotxhaircolorbwb" //========================================================= // chris' config minor cvars cc_subtitles 0 cl_allowupload 1 commentary 0 overview_mode 0 adsp_debug 0 cl_clearhinthistory 1 cl_showhelp 0 cl_debugrumble "0" cl_rumblescale "0" mat_debugdepthval "0" mat_debugdepthvalmax "0" mat_debug_postprocessing_effects "0" mat_disable_fancy_blending "1" // changed mat_disable_ps_patch "1" mat_disablehwmorph "1" r_bloomtintb r_bloomtintexponent r_bloomtintg r_bloomtintr mat_fastnobump mat_framebuffercopyoverlaysize "0" mat_postprocessing_combine "" // mat_colcorrection_disableentities "0" r_ambientboost "" r_ambientfactor "" r_ambientmin "" r_hunkalloclightmaps "1" r_lightcache_zbuffercache "1" r_maxnewsamples "1" r_radiosity "" // was "1" r_updaterefracttexture "1" r_unloadlightmaps "1" r_waterforceexpensive 0 mat_wateroverlaysize 8 r_cheapwaterend 200 r_cheapwaterstart 300 cl_forcepreload "1" soundscape_flush "1" cl_soundemitter_flush "1" bind kp_minus "snd_restart"