fps_max "0" // MATERIAL vars _________________________________ 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" mat_antialias "0" // disables antialiasing mat_bumpmap "0" mat_bufferprimitives "1" mat_clipz "1" mat_colorcorrection "0" mat_compressedtextures "1" mat_disable_bloom "1" mat_debugdepthval "0" mat_debugdepthvalmax "0" mat_forceaniso "2" // 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 "0" // Sets the resolution of water distortion. Must be multiple of 8. mat_aaquality "0" // mat_reducefillrate "1" 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" // 0=better fps, low graphics // VOICE & SOUND _________________________________ voice_forcemicrecord "0" voice_enable "0" voice_scale "1" voice_modenable "1" 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 vars ________________________________________ r_lightaverage "0" r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls r_cheapwaterstart "1" // worse water rendering r_cheapwaterend "1" // worse water rendering r_drawflecks "0" r_decals "0" 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 "0" // 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_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_waterdrawreflection "0" // Enable water reflection r_worldlights "0" // number of world lights to use per vertex r_waterforceexpensive "0" r_shadowmaxrendered "0" // Max shadows the game will render. r_shadowrendertotexture "0" // Rendered the shadow texture causing it to match the player model. r_shadowlod "0" 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 "1" r_threaded_particles "1" r_threaded_renderables "1" r_queued_decals "0" r_queued_post_processing "1" r_drawbatchdecals "0" r_ForceWaterLeaf "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" // 0=better fps, no shadows // CL vars _______________________________________ 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_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. cl_ragdoll_collide "0" cl_ragdoll_fade_time "0" cl_ragdoll_physics_enable "1" cl_ragdoll_forcefade "1" 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_threaded_bone_setup "0" cl_threaded_client_leaf_system "0" // 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. // _Set various settings _________________________ 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) 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 "-1" mp_usehwmvcds "-1" developer "0" clear echo "I <3 IvaiJk3e" echo "tashiiii!11!!!" //net cl_updaterate "66" cl_cmdrate "66" rate "40000" cl_interp_ratio "1" cl_interp "0.0152" cl_lagcompensation "1" cl_lagcomp_errorcheck "1" cl_smooth "1" cl_smoothtime "0.02" cl_pred_optimize "2" cl_interp_threadmodeticks "0" //?? blink_duration "0" // Duration of a model that blinks cam_idealdist "-10" // The distance from the player the camera is when using cam_command 1 [Thirdperson] //alias4TAB bind "TAB" "+pisteet" alias +pisteet"+showscores;net_graph 4 alias -pisteet"-showscores;net_graph 0" bind "TAB" "+pisteet" alias +pisteet"+showscores;net_graph 4 alias -pisteet"-showscores;net_graph 0" voice_enable "1"