//==================WEAPONMODEL=================== bind "1" "slot1;viewmodel_fov 0 ; r_drawviewmodel 0; cl_crosshair_red 0 ; cl_crosshair_green 255; cl_crosshair_blue 0" bind "2" "slot2;viewmodel_fov 75; r_drawviewmodel 0; cl_crosshair_red 255; cl_crosshair_green 255; cl_crosshair_blue 0" bind "3" "slot3;viewmodel_fov 75; r_drawviewmodel 1; cl_crosshair_red 255; cl_crosshair_green 255; cl_crosshair_blue 255" bind "q" "weap" alias "weap" "weap1" alias "weap1" "slot2;viewmodel_fov 75; r_drawviewmodel 0; cl_crosshair_red 255; cl_crosshair_green 255; cl_crosshair_blue 0; alias weap weap2" alias "weap2" "slot1;viewmodel_fov 0 ; r_drawviewmodel 0; cl_crosshair_red 0 ; cl_crosshair_green 255; cl_crosshair_blue 0; alias weap weap1" //======================BINDS===================== bind "F1" "record fix;stop" bind "F2" "say nextmap" bind "F3" "toggle net_graph 1 0" bind "F4" "prec_mark" bind "F5" "jpeg" bind "MOUSE4" "say :'>" //==================INTERNET====================== rate "40000" cl_cmdrate "66" cl_interp "0.0152" cl_lagcompensation "1" cl_updaterate "66" cl_smooth "0" cl_smoothtime "0.01" cl_interp_threadmodeticks "0" cl_pred_optimize "2" cl_interp_ratio "1" //====================MOUSE======================= m_customaccel "0" m_customaccel_scale "0.00" m_customaccel_max "0" m_customaccel_exponent "0" m_mouseaccel1 "0" m_mouseaccel2 "0" m_mousespeed "0" m_yaw "0.022" m_pitch "0.022" m_filter "0" m_forward "1" m_rawinput "1" sensitivity "1.2" zoom_sensitivity_ratio "0.6" //==================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 "" // Important______________________________________ fps_max "300" default_fov "90" fov "90" fov_desired "90" viewmodel_fov "70" cl_autoreload "1" hud_fastswitch "1" cl_hud_minmode "1" cl_showhelp "0" commentary "0" con_enable "1" developer "0" hud_classautokill "1" cl_showfps "0" r_drawviewmodel "0" volume "0.2" cl_autorezoom "0" mat_filtertextures "0" snd_surround_speakers "0" mat_queue_mode "2" cl_downloadfilter "none" // HUD____________________________________________ hud_deathnotice_time "3" hud_saytext_time "12" hud_draw_fixed_reticle "0" // Materials______________________________________ mat_mipmaptextures "1" mat_picmip "2" mat_reducefillrate "1" mat_antialias "0" 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_filterlightmaps "0" mat_forceaniso "0" mat_forcehardwaresync "0" mat_fastspecular "1" mat_hdr_enabled "0" 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 "0" mat_specular "0" // 1 for shiny uber, black int/flagmat_trilinear 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_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_fastnobump "0" mat_fastspecular "1" mat_filterlightmaps "0" mat_force_bloom "0" mat_forcemanagedtextureintohardware "0" mat_framebuffercopyoverlaysize "0" mat_leafvis "0" mat_norendering "0" mat_parallaxmap "0" mat_diffuse "1" mat_reduceparticles "1" mat_software_aa_blur_one_pixel_lines "0" mat_software_aa_blur_one_pixel_lines "0" mat_software_aa_strength "0" mat_software_aa_strength "0" mat_software_aa_strength_vgui "0" mat_software_aa_strength_vgui "0" mat_software_aa_tap_offset "0" mat_software_aa_tap_offset "0" mat_softwarelighting "0" mat_disablehwmorph "0" mat_vsync "0" mat_disable_ps_patch "1" // Net____________________________________________ net_graphpos "2" net_graphheight "0" net_graphproportionalfont "0" // Scale font to suit screen resolution net_graphshowinterp "1" // Net graph 4 feature net_graphshowlatency "1" // Net graph 4 feature // Voice and Sound________________________________ snd_async_fullyasync "0" snd_duckerattacktime "0.5" snd_duckerreleasetime "2.5" snd_duckerthreshold "0.15" snd_ducktovolume "0.55" snd_musicvolume "0.0" snd_mixahead "0.1" snd_noextraupdate "0" snd_profile "0" suitvolume "0" dsp_enhance_stereo "0" dsp_volume "1" dsp_slow_cpu "1" dsp_spatial "40.000000" dsp_speaker "50.000000" dsp_water "14.0000" soundscape_flush "1" soundscape_fadetime "9999" // Violence_______________________________________ 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_avglight "0" // _disables average lighting_ 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" r_decal_cullsize "0" r_drawmodeldecals "0" r_decalstaticprops "0" // Decal static props test r_dopixelvisibility "0" r_eyes "0" r_fastzreject "1" 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_WaterDrawRefraction "1" 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_shadows "0" // 0=better fps, no shadows r_3dnow "0" // Enable/disable 3DNow code r_3dsky "0" r_sse2 "1" r_ambientboost "0" r_ambientmin "0" r_ambientfactor "0" r_drawmodelstatsoverlaymin "0.1" r_drawmodelstatsoverlaymax "1.0" r_lightaverage "0" r_lightinterp "0" r_ropetranslucent "0" r_drawdetailprops "0" r_threaded_client_shadow_manager "1" r_threaded_particles "1" r_threaded_renderables "1" 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_staticprop_lod "4" r_radiosity "0" // 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" 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_playerspraydisable "1" cl_ragdoll_collide "0" cl_ragdoll_physics_enable "0" // Enable/disable ragdoll physics. cl_ragdoll_forcefade "1" cl_ragdoll_fade_time "0" // dead models disappear instant cl_ragdoll_sleepaftertime "0" ragdoll_sleepaftertime "0" g_ragdoll_fadespeed "0" g_ragdoll_lvfadespeed "0" tf_playergib "0" 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" // Rope___________________________________________ rope_averagelight "0" rope_collide "0" rope_smooth_enlarge "0" rope_smooth "0" rope_subdiv "0" rope_wind_dist "0" // Set Various Settings___________________________ sv_alternateticks "0" sv_forcepreload "1" jpeg_quality "100" mat_monitorgamma "1.6" budget_show_history "0" flex_rules "0" flex_smooth "0" props_break_max_pieces "0" prop_active_gib_limit "0" func_break_max_pieces "0" showhitlocation "1" mp_decals "0" gl_clear "0" muzzleflash_light "0" lod_transitiondist "0" overview_mode "0" adsp_debug "0" mp_usehwmmodels "0" mp_usehwmvcds "0" // Other__________________________________________ blink_duration "0" clear