unbindall // launch options: -dxlevel 81 -sw -w 1680 -h 1050 -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd // http://forums.steampowered.com/forums/showthread.php?t=1043281 quite cool // http://whayay.github.io/yahud/ cmyk //yahud xhair //"Crosshair" //{ // "controlname" "CExLabel" // "fieldname" "Crosshair" // "textAlignment" "center" // "xpos" "0" // "ypos" "-1" // "zpos" "-2" // "wide" "f0" // "tall" "480" // "enabled" "1" // // "visible" "1" //"1" to enable // // "labeltext" "t" //Change this to use a different crosshair // //You can see the list of crosshairs in yacrosshairs.png // // "font" "CrosshairOL" //Use "CrosshairOL" for a crosshair with an outline // //or "CrosshairAA" for a smooth crosshair w/o an outline // // //You can add "Small" or "Big" at the end to change the size // //e.g. "CrosshairOLSmall" // // "fgcolor" "Crosshair" //Color is changed via the clientscheme // //in the "/resource/" folder //} //centered dmg numbers //"Resource/UI/HudDamageAccount.res" //{ // "CDamageAccountPanel" // { // "fieldName" "CDamageAccountPanel" // "text_x" "7" // "text_y" "0" // "delta_item_end_y" "0" // "PositiveColor" "Green" // "NegativeColor" "Damage" // "delta_lifetime" "3.0" // "delta_item_font" "DataLabelBig" // "delta_item_font_big" "DataLabelBig" // } // // // "DamageAccountValue" // { // "ControlName" "CExLabel" // "fieldName" "DamageAccountValue" // "xpos" "c-40" //-182 // "ypos" "320" //380 // "zpos" "2" // "wide" "80" // "tall" "17" // "visible" "1" // "enabled" "1" // "labelText" "%metal%" // "delta_lifetime" "10.0" // "textAlignment" "center" // "fgcolor" "Damage" // "font" "DataLabelBig" // } // "DamageAccountValueShadow" // { // "ControlName" "CExLabel" // "fieldname" "DamageAccountValueShadow" // "xpos" "c-39" //-181 // "ypos" "321" //381 // "zpos" "2" // "wide" "80" // "tall" "17" // "visible" "1" // "enabled" "1" // "labelText" "%metal%" // "delta_lifetime" "10.0" // "textAlignment" "center" // "fgcolor" "HudShadow" // "font" "DataLabelBig" // } //} bind "q" "slot1" //quake swag >:) bind "e" "slot2" bind "f" "slot3" bind "1" "slot1" bind "2" "slot2" bind "3" "slot3" bind "4" "slot4" bind "5" "slot5" bind "6" "slot6" bind "7" "slot7" bind "8" "slot8" bind "9" "slot9" bind "0" "slot10" bind "a" "+moveleft" // movement is overrided in null movement cancel bind "d" "+moveright" bind "w" "+forward" bind "s" "+back" bind "z" "voice_menu_1" bind "x" "voice_menu_2" bind "c" "voice_menu_3" bind "r" "voicemenu 0 0" bind "," "changeclass" bind "." "changeteam" bind "m" "open_charinfo_direct" bind "i" "cl_decline_first_notification" bind "k" "cl_trigger_first_notification" bind "h" "+use_action_slot_item" bind "g" "+taunt" bind "u" "say_team" bind "y" "say" bind "l" "dropitem" bind "j" "prec_mark" bind "v" "+voicerecord" bind "o" "kill" bind "b" "lastdisguise" bind "F9" "save_replay" bind "F12" "jpeg" bind "MOUSE1" "+attack" bind "MOUSE2" "+attack2" bind "MWHEELDOWN" "+jump" bind "CTRL" "+duck" bind "SHIFT" "+duck" bind "SPACE" "+jump; spec_mode" bind "TAB" "+showscores" bind "ESCAPE" "cancelselect" //Sens sensitivity "2.2" //@1000 DPI, no accel, 18.8 cm/360; i change it often though m_rawinput "1" 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_pitch "0.022" m_side "0.8" m_yaw "0.022" m_customaccel "0" //Viewmodel stuff r_drawviewmodel "0" viewmodel_fov "98" viewmodel_fov_demo "77" //Net cl_cmdrate "67" cl_interp_ratio "1" cl_lagcompensation "1" // wonderland suggests 1, CIT: "lag compensation. with this off aim is better for rockets and pipes, but movement particularily airstrafing is inferior and stickies/shotgun (+all hitscan classes suck with it off). toggling does not seem to work properly." cl_pred_optimize "2" cl_smooth "0" cl_smoothtime "0.01" cl_updaterate "67" rate "60000" cl_interp "0.02" //Crouch jump alias "+crouch_jump" "+jump; +duck; spec_mode" // yes i actually have this, mouse wheel down for normal jumps alias "-crouch_jump" "-jump; -duck" bind "SPACE" "+crouch_jump" //Hitsound - q3a hitsound tf_dingalingaling "1" tf_dingaling_volume "1" tf_dingaling_pitchmaxdmg "40" tf_dingaling_pitchmindmg "130" // Null-cancelling movement script // (prevents you from pressing two opposing directions, which causes you to stop moving) bind "w" "+mfwd" bind "s" "+mback" bind "a" "+mleft" bind "d" "+mright" alias "+mfwd" "-back; +forward; alias checkfwd +forward" alias "+mback" "-forward; +back; alias checkback +back" alias "+mleft" "-moveright; +moveleft; alias checkleft +moveleft" alias "+mright" "-moveleft; +moveright; alias checkright +moveright" alias "-mfwd" "-forward; checkback; alias checkfwd none" alias "-mback" "-back; checkfwd; alias checkback none" alias "-mleft" "-moveleft; checkright; alias checkleft none" alias "-mright" "-moveright; checkleft; alias checkright none" alias "checkfwd" "none" alias "checkback" "none" alias "checkleft" "none" alias "checkright" "none" alias "none" "" //Scores and stuff alias +showscoresandtimes "+showscores" alias -showscoresandtimes "-showscores; mp_showrespawntimes" bind TAB +showscoresandtimes //Misc fov_desired "90" cl_autorezoom "0" tf_colorblindassist 1 // jarate shows an icon above player and stuff hud_fastswitch "1" hud_combattext "1" hud_combattext_batching "0" hud_combattext_batching_window "2.0" //2 secs time hud_combattext_healing "1" hud_combattext_doesnt_block_overhead_text "1" hud_classautokill "1" cl_autoreload "1" cl_playerspraydisable "0" jpeg_quality "100" // screenshots mat_phong 0 cl_allowdownload "1" //download files and stuff from servers cl_allowupload "1" cl_downloadfilter "all" //------------------------------------------------------------- //snipped from chris maxframes cfg //------------------------------------------------------------- // Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd // Windowed: -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd cl_showfps 1 // Show unsmoothed FPS meter fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some // Disable sprays cl_playerspraydisable 1 r_spray_lifetime 0 // Disable shadows mat_shadowstate 0 r_shadowmaxrendered 0 r_shadowrendertotexture 0 r_shadows 0 // Disable ragdolls 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 // Disable gibs cl_phys_props_enable 0 cl_phys_props_max 0 props_break_max_pieces 0 r_propsmaxdist 1 violence_agibs 0 violence_hgibs 0 // Graphical cl_detaildist 0 cl_detailfade 0 cl_drawmonitors 0 cl_ejectbrass 0 cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones cl_new_impact_effects 0 cl_show_splashes 0 func_break_max_pieces 0 glow_outline_effect_enable 0 // Cart glow effect. lod_transitiondist 0 mat_antialias 0 mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause // a strange `shine' effect to appear on all players. mat_colcorrection_disableentities 1 mat_colorcorrection 0 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_envmapsize 8 mat_envmaptgasize 8 mat_filterlightmaps 0 mat_filtertextures 0 mat_forceaniso 1 mat_hdr_level 0 mat_max_worldmesh_vertices 512 mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2 // to get it darker. Only works in fullscreen. mat_motion_blur_enabled 0 mat_parallaxmap 0 mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking // at a range from -1 to 2, -1 being the best quality, 2 being the // worst. mat_reducefillrate 1 mat_reduceparticles 1 mat_specular 0 // Controls specularity. Setting this to 0 will make ubers // non-shiny, and will remove some specular effects from in-game // entities which support it. Setting this to 1 on dx8 will // result in some strange `fire' textures replacing their // appropriate counterparts, especially on medals, and certain // hats. mat_trilinear 0 mat_viewportscale 1 // Almost no performance gain from viewport upscaling. mat_viewportupscale 1 mat_wateroverlaysize 1 mp_decals 30 // `9' is a good value to still see the spread pattern from a // scattergun without any real performance loss. r_3dsky 0 r_ambientboost 0 r_ambientfactor 0 r_ambientmin 0 r_avglight 0 r_cheapwaterend 1 r_cheapwaterstart 1 r_decals 20 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 2 r_maxsampledist 1 r_propsmaxdist 0 r_renderoverlayfragment 0 r_staticprop_lod 4 r_waterdrawreflection 0 r_waterdrawrefraction 1 r_waterforceexpensive 0 r_waterforcereflectentities 0 rope_averagelight 0 rope_collide 0 rope_rendersolid 0 rope_shake 0 rope_smooth 0 rope_subdiv 0 rope_wind_dist 0 tf_particles_disable_weather 1 // Disable weather effects on maps supporting // it, for example, setting this to `1' // disables rain effects on *_sawmill. tracer_extra 0 //Misc in_usekeyboardsampletime 0 mat_clipz 1 // FX card users should set this to 0 mat_forcehardwaresync 0 mat_levelflush 1 //m_rawinput 1 // Turn on raw mouse input. Commented out by default due to // silly incompatibility with the Xfire overlay. You should use // it if you can! mat_vsync 0 // Turn off vsync to avoid nasty I/O latency. r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be // performed on the GPU (as opposed to on the CPU). The // value `-1' autodetects hardware support for this // feature, which is safer than forcing it //Sound // I'd be hesitant to say that you would see a great deal of performance // improvement from lowering the sound quality, but in my experience as a // competitive TF2 player, lowering the sound quality makes determination of // directionality and distance that much easier. You may see a small FPS gain // with these settings, or you may not, either way will likely have a // negligible effect on performance. // ---------------------------------------------------------------------------- dsp_enhance_stereo 0 dsp_slow_cpu 1 snd_async_fullyasync 1 // Having the sound run fully asynchronous has been // helpful in the past, as it seems to (for whatever // reason) reduce the number of TDRs experienced during // gameplay. There's some pretty good information on // TDRs (nerds only) here: // http://forums.nvidia.com/index.php?showtopic=65161 snd_pitchquality 0 snd_spatialize_roundrobin 1 //Threading mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it // defines the threading method to be used by the material // system. It has been unstable to use in the past, but // nowadays it's generally okay. // // Here are the possible values: // -2 legacy default // -1 default // 0 synchronous single thread // 1 queued single thread // 2 queued multithreaded // // If you have problems with the value `2', try setting it to // `-1'. // // As an aside, there are quite a few bugs in the demo system // that occur when mat_queue_mode is set to a value that is // not `-1'. If you intend to do work with the demo system, // maybe you should change this. cl_threaded_bone_setup 0 cl_threaded_client_leaf_system 0 r_queued_decals 0 r_queued_ropes 1 r_queued_post_processing 0 r_threaded_client_shadow_manager 1 r_threaded_particles 1 r_threaded_renderables 1 cl_forcepreload 1 // ??? //------------------------------------------------------------- //chris maxframes part end //------------------------------------------------------------- clear echo ivan cfg execd