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# tf2cfg | ||
My Team Fortress 2 Config. | ||
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Download as zip, and extract the mastercoms folder to GAME_FOLDER/tf/custom. |
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// mastercoms' config - 1.0.0 (September 25 2016) | ||
// doesn't set things to their default values like in other fps configs | ||
// so don't worry if an option is missing | ||
// launch options: -novid -nojoy -noipx | ||
// !!! use dx9! quad-core or up only! | ||
// fps limiting causes input lag | ||
fps_max 0 | ||
// --- NETWORKING --- \\ | ||
// for both of these commands, 66 is the default max rate, so you can't go higher | ||
// cmdrate is the maximum packets per second the client can send to the server | ||
// so like you tell the server i moved forward or i shot my rocket launcher, crouched, and jumped | ||
cl_cmdrate 66 | ||
// updaterate is the maximum packets per second the server can send to the client | ||
// so like the server tells you this pyro is running towards you and | ||
// is using his primary fire on her flame thrower | ||
cl_updaterate 66 | ||
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// interp is the delay between packets | ||
// using interp ratio is more accurate than setting it manually, | ||
// so set it to 0 to make this happen | ||
cl_interp 0 | ||
// this is a hitscan game and low interp values give you less room for error | ||
// so 2 is a good balance between projectiles/rocket jumping and hitscan | ||
cl_interp_ratio 2 | ||
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// smooth over ~6 packets because you're not going to notice every intep, | ||
// but you will notice jerk over a few packets | ||
cl_smoothtime 0.182 | ||
// ATTENTION!!! if your connection is lower than 2 Mbps, then lower this value (it's in bytes/sec) | ||
// default was 80,000 for 50 packets/sec, so as we are sending 132 packets/sec, | ||
// this is in line with the default | ||
// keep in mind this is the max rate so even if I'm wrong and this is absurdly high, | ||
// it won't hurt | ||
rate 211200 | ||
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// --- SHADOWS --- \\ | ||
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// half the maximum amount of shadows (32) | ||
r_shadowmaxrendered 16 | ||
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// render shadows once, not twice | ||
cl_blobbyshadows 1 | ||
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// threaded shadow manager | ||
// this actually doesn't do anything, | ||
// but it may in the future | ||
// if valve ever opts to use this | ||
// value again | ||
r_threaded_client_shadow_manager 1 | ||
// disable shadow depth texture | ||
r_flashlightdepthtexture 0 | ||
// --- RAGDOLLS --- \\ | ||
// after the ragdoll becomes stationary, | ||
// it doesn't really need to be touched again | ||
// we all know that the funniest ragdoll physics | ||
// happen when they are created and matter less after that | ||
ragdoll_sleepaftertime 1.0f | ||
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// nobody cares about ragdolls when they've been rotting on the ground | ||
// so make them fade out faster | ||
cl_ragdoll_fade_time 5 | ||
g_ragdoll_fadespeed 200 | ||
// let's calm down with the physics a bit. | ||
// scale the push force down to half. | ||
phys_pushscale 0.5 | ||
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// --- GRAPHICS --- \\ | ||
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// you're probably used to getting awful graphics with configs | ||
// but this isn't a toaster config | ||
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// you don't see like half the battlefield with this on 75 | ||
fov_desired 90 | ||
// the 3d player model in the hud | ||
// you even get a message in game asking you to disable this | ||
cl_hud_playerclass_use_playermodel 0 | ||
// without getting too in-depth, | ||
// we're making it so we don't have to calculate | ||
// what we can see or not every time for lighting | ||
// but it's less accurate, so lower quality | ||
r_lightcache_zbuffercache 1 | ||
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// lines for hitscan bullets are traced and simulate motion | ||
// honestly deceiving and also affects performance | ||
r_drawtracers_firstperson 0 | ||
// makes tracers more visible, | ||
// so it's some extra fluff | ||
tracer_extra 0 | ||
// this disables flex anims when fps is lower than (1 / ai_expression_frametime) | ||
// also does just a tiny bit more expensive check to find out if the animation is in the player's view, | ||
// rather than just using PVS (potentially visible set) | ||
ai_expression_optimization 1 | ||
ai_expression_frametime 0.025 | ||
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// async model loading | ||
mod_load_mesh_async 1 | ||
mod_load_anims_async 1 | ||
mod_load_vcollide_async 1 | ||
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// 1 is a good balance between | ||
// performance and stability | ||
mat_queue_mode 1 | ||
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// parallel processing of bones | ||
r_threaded_renderables 1 | ||
// parallel processing of bone setup | ||
cl_threaded_bone_setup 1 | ||
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// better rendered and threaded particle effects | ||
cl_new_impact_effects 1 | ||
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// process leaf list in parallel | ||
cl_threaded_client_leaf_system 1 | ||
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// draw entities first, then props | ||
r_drawopaquestaticpropslast 1 | ||
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// when the thread pool is not available, | ||
// use this many cores for particles | ||
// change this if you don't have this many cores | ||
particle_sim_alt_cores 4 | ||
// batch decals and thread them | ||
r_queued_decals 1 | ||
// cull decals under this size in pixels | ||
r_decal_cullsize 16 | ||
// --- SOUND -- \\ | ||
// disable sound processing | ||
// this can allow for external | ||
// processing, like HRTF | ||
// generally, this will produce "better" sound | ||
dsp_slow_cpu 1 | ||
snd_spatialize_roundrobin 1 | ||
dsp_enhance_stereo 0 | ||
snd_pitchquality 1 | ||
// make the sound system get along with threading | ||
snd_async_fullyasync 1 | ||
// mix sounds on a new thread | ||
snd_mix_async 1 | ||
// branding and to make sure the config is actually loading | ||
echo "mastercoms' config v1.0.0 loaded." | ||
// some commands are run by default by tf2 | ||
// and they require sv_cheats to be on | ||
sv_cheats 1 |
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