Team Fortress 2 – autoexec.cfg [ENG]

Team Fortress 2 – autoexec.cfg [ENG] 1 - steamlists.com
Team Fortress 2 – autoexec.cfg [ENG] 1 - steamlists.com
[bIncreased staffing, fast construction, and so on.[/b]

 
 

autoexec.cfg (1)

cl_playerspraydisable 1 
r_spray_lifetime 0 
sv_cheats 1 
 
mat_shadowstate 0 
r_shadowmaxrendered 0 
r_shadowrendertotexture 0 
r_shadows 0 
 
r_eyes 0 
r_flex 0 
r_lod 2 
r_rootlod 2 
r_teeth 0 
 
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 
 
cl_phys_props_enable 0 
cl_phys_props_max 0 
props_break_max_pieces 0 
r_propsmaxdist 1 
violence_agibs 0 
violence_hgibs 0 
 
cl_detaildist 0 
cl_detailfade 0 
cl_drawmonitors 0 
cl_ejectbrass 0 
cl_jiggle_bone_framerate_cutoff 0 
cl_new_impact_effects 0 
cl_show_splashes 0 
func_break_max_pieces 0 
glow_outline_effect_enable . 
lod_transitiondist 0 
mat_antialias 0 
mat_bumpmap 0 
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 
fullscreen. 
mat_motion_blur_enabled 0 
mat_parallaxmap 0 
mat_picmip 2 
mat_reducefillrate 1 
mat_reduceparticles 1 
mat_specular 0 
mat_trilinear 0 
mat_viewportscale 1 
mat_viewportupscale 1 
mat_wateroverlaysize 1 
mp_decals 1 . 
r_3dsky 0 
r_ambientboost 0 
r_ambientfactor 0 
r_ambientmin 0 
r_avglight 0 
r_cheapwaterend 1 
r_cheapwaterstart 1 
r_decals 1 
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 
tracer_extra 0 
violence_ablood 1 
violence_hblood 1 
 
in_usekeyboardsampletime 0 
mat_clipz 1 
mat_forcehardwaresync 0 
mat_levelflush 1 
dsp_enhance_stereo 0 
dsp_slow_cpu 1 
snd_async_fullyasync 1 
showtopic=65161 
snd_pitchquality 0 
snd_spatialize_roundrobin 1 
 
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 
 
func_break_max_pieces 0 
glow_outline_effect_enable 0 
lod_transitiondist 0 
mat_antialias 0 
mat_bumpmap 0 
mat_colcorrection_disableentities 0 
mat_colorcorrection 0 
mat_disable_bloom 1 
mat_disable_fancy_blending 1 
mat_disable_lightwarp 1 
mat_envmapsize 8 
mat_envmaptgasize 8 
mat_filterlightmaps 1 
mat_filtertextures 1 
mat_forceaniso 0 
mat_hdr_level 0 
mat_max_worldmesh_vertices 512 
mat_monitorgamma 2.2 // 
mat_parallaxmap 0 
mat_picmip 2 // 
mat_reducefillrate 1 
mat_reduceparticles 1 
mat_specular 1 // 
mat_trilinear 1 
mat_viewportscale 1 
mat_viewportupscale 1 
mat_wateroverlaysize 1 
mp_decals 9 r_3dsky 0 
r_ambientboost 0 
r_ambientfactor 0 
r_ambientmin 0 
r_avglight 0 
r_cheapwaterend 1 
r_cheapwaterstart 1 
r_decals 9 
r_maxmodeldecal 9 
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 0 
r_maxsampledist 1 
r_occlusion 0 
r_pixelfog 1 
r_propsmaxdist 0 
r_renderoverlayfragment 0 
r_staticprop_lod 4 
r_waterdrawreflection 0 
r_waterdrawrefraction 1 
r_waterforceexpensive 0 
r_waterforcereflectentities 0 
 
tf_particles_disable_weather 1 tracer_extra 0 
violence_ablood 1 // 
violence_hblood 1 
mat_motion_blur_enabled 0 0 
mat_motion_blur_strength 0 
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 
cl_phys_props_enable 0 
cl_phys_props_max 0 
props_break_max_pieces 0 
r_propsmaxdist 1 
violence_agibs 0 
violence_hgibs 0 
// | MAT | 
// ??????????????? 
mat_queue_mode “-1” // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded 
mat_aaquality “0” 
mat_antialias “0” // Anti-aliasing on(1,2,4,8)/off(0) 
mat_autoexposure_max “0” 
mat_autoexposure_min “0” 
mat_alphacoverage “0” 
mat_bumpmap “0” // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them. 
mat_bloomscale “0” 
mat_bloom_scalefactor_scalar “0” 
mat_bufferprimitives “1” 
mat_clipz “1” 
mat_colorcorrection “0” 
mat_compressedtextures “1” 
mat_disable_bloom “1” 
mat_disable_fancy_blending “1” 
mat_disable_lightwarp “1” 
mat_disable_ps_patch “1” 
mat_debugdepthval “0” 
mat_debugdepthvalmax “0” 
mat_diffuse “1” 
mat_envmapsize “0” 
mat_envmaptgasize “0” 
mat_fastspecular “1” 
mat_fastnobump “0” 
mat_forceaniso “0” // change to 0 if you notice lower fps 
mat_forcehardwaresync “0” 
mat_forcemanagedtextureintohardware “0” 
mat_framebuffercopyoverlaysize “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_maxframelatency “0” 
mat_max_worldmesh_vertices “0” 
mat_mipmaptextures “1” // texture quality decreases with distance 
mat_non_hdr_bloom_scalefactor “0” 
mat_parallaxmap “1” 
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” // Reduces fill rate used. 
mat_shadowstate “0” 
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_softwarelighting “0” 
mat_specular “0” 
mat_trilinear “0” // Disables the use of Trilinear mipmapping. 
mat_use_compressed_hdr_textures “0” 
mat_wateroverlaysize “0” // Sets the resolution of water distortion. Must be multiple of 8. 
// _______________ 
// | SOUND | 
// ??????????????? 
// 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_ | 
// ??????????????? 
r_ambientboost “0” 
r_ambientmin “0” 
r_ambientfactor “0” 
r_bloomtintg “0” 
r_bloomtintb “0” 
r_bloomtintexponent “0” 
r_bloomtintr “0” 
r_cheapwaterend “1” // End of the CheapWater rendering (all behind this range is black water) 
r_cheapwaterstart “1” // Start of the CheapWater rendering (all before this range is expensive waterrendering) 
r_drawflecks “0” 
r_decals “0” 
r_decal_cullsize “0” // Decals under this size in pixels are culled // _lower texture quality at distance_ 
r_decalstaticprops “0” // Decal static props test 
r_dopixelvisibility “0” 
r_drawbatchdecals “0” 
r_drawmodeldecals “0” 
r_dynamic “0” 
 
r_forcewaterleaf “1” // Enable for optimization to water – considers view in leaf under water for purposes of culling 
r_hunkalloclightmaps “0” 
r_lightcache_zbuffercache “0” 
r_lightaverage “0” 
r_lod “2” // _adjusts model quality–set between -5 and 5_ 
r_maxdlights “0” 
r_maxmodeldecal “0” 
r_maxnewsamples “0” 
r_maxsampledist “0” 
r_minnewsamples “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_occlusion “1” // Activate/deactivate the occlusion system. 
r_PhysPropStaticLighting “0” 
r_queued_decals “0” // Offloads a bit of decal rendering setup work to the material system queue when enabled. 
r_queued_post_processing “1” 
r_renderoverlayfragment “0” 
r_ropetranslucent “0” 
r_drawdetailprops “0” 
r_spray_lifetime “0” // Number of rounds player sprays are visible 
r_shadowmaxrendered “0” // Max shadows the game will render. 
r_shadowrendertotexture “0” // Rendered the shadow texture causing it to 
 
 
 

autoexec.cfg (2)

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_shadows “0” 
r_threaded_client_shadow_manager “1” 
r_threaded_particles “1” 
r_threaded_renderables “1” 
r_unloadlightmaps “0” // 0 because of alt tabbing causes black walls 
r_worldlights “0” // number of world lights to use per vertex 
r_waterdrawreflection “0” // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism. 
r_waterdrawrefraction “1” // If set to 0, disables all refraction – that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason. 
r_waterforceexpensive “0” // 1 = High (reflect world), 0 = Low (simple reflect) 
r_waterforcereflectentities “0” // 1 = High (reflect all), 0 = Low 
// _______________ 
// | CL_ | 
// ??????????????? 
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_enable “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. 
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_playerspraydisable “1” 
cl_threaded_bone_setup “0” 
cl_threaded_client_leaf_system “0” 
cl_ragdoll_collide “0” 
cl_ragdoll_fade_time “0” 
cl_ragdoll_physics_enable “0” 
cl_ragdoll_forcefade “1” 
// _______________ 
// | 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. 
// _______________ 
// | MISC | 
// ??????????????? 
sv_forcepreload “1” // forces preload to help increase performance 
jpeg_quality “100” // jpeg screenshot quality. 
mat_monitorgamma “1.8” // 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 
g_ragdoll_fadespeed “0” 
g_ragdoll_lvfadespeed “0” 
flex_smooth “1” // Applies smoothing/decay curve to flex animation controller changes. 
props_break_max_pieces “0” // Maximum prop breakable piece count (-1 = model default) 
r_propsmaxdist “1” 
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 “0” 
mp_usehwmvcds “0” 
tf_particles_disable_weather “1” 
 
//FE 
bind “\” “disconnect” 
bind “=” “kill” 
bind “-” “exit” 
 
//BM 
bind mwheelup +jump;bind mwheeldown +jump;bind space +jump&nnbsp;
 
//Spin Bot 
alias “+spinbot” “m_yaw 666”; 
alias “-spinbot” “m_yaw 0.022”; 
bind “c” “+spinbot” 
 
//VI 
alias music-START “+voicerecord; alias ToggleMUSIC music-STOP” 
alias music-STOP “-voicerecord; alias ToggleMUSIC music-START” 
alias ToggleMUSIC “music-START” 
bind “x” “ToggleMUSIC” 
voice_fadeouttime “1” 
 
//Spam ENG 
//Build Menu 
alias buildsentry “build 2”; 
alias builddispenser “build 0”; 
alias buildentry “build 1”; 
alias buildexit “build 3”; 
 
bind “kp_home” “buildsentry”; 
bind “kp_uparrow” “builddispenser”; 
bind “kp_pgup” “buildentry”; 
bind “4” “buildexit”; 
 
//Destroy Menu 
alias destroysentry “destroy 2”; 
alias destroydispenser “destroy 0”; 
alias destroyentry “destroy 1”; 
alias destroyexit “destroy 3”; 
 
bind “5” “destroysentry”; 
bind “6” “destroydispenser”; 
bind “7” “destroyentry”; 
bind “8” “destroyexit”; 
 
+exec autoexec.cfg 
 
clear 
clear 
 
echo 
echo |*-*-*-*-*-**-*-*-*-*-*| 
echo |[ladest fps.cfg]| 
echo |*-*-*-*-*-**-*-*-*-*-*| 
echo 
 
 
 

Description…

1) Quickly build and destroy them. 
2. Quick exit from the server, the game. 
3. Speak without holding the key. 
4. Spin Bot. 
5. Jump on the mouse wheel.
 
 

Hope you enjoy the Guide about Team Fortress 2 – autoexec.cfg [ENG], if you think we should add extra information or forget something, please let us know via comment below, and we will do our best to fix or update as soon as possible!
 
 
 
 


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