//t0s Config

//All commands ripped from various Chris configs

//Made to make TF2 look good and also improve FPS

//Put together in about an hour

//-----------------------------------------------------------------------------

// Launch options

//-----------------------------------------------------------------------------

//

(_)_ __ ___ _ __ ___ _ __| |_ __ _ _ __ | |_

| | '_ ` _ \| '_ \ / _ \| '__| __/ _` | '_ \| __| 0

| | | | | | | |_) | (_) | | | || (_| | | | | |_ Remove -dxlevel 81 from the launch options after the first launch!

|_|_| |_| |_| .__/ \___/|_| \__\__,_|_| |_|\__| 0

//

// 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

// ----------------------------------------------------------------------------

//Graphical (FPS boosting)

// ----------------------------------------------------------------------------

cl_detaildist 0

cl_detailfade 0

cl_drawmonitors 0

cl_ejectbrass 0

cl_show_splashes 0

func_break_max_pieces 0

mat_colcorrection_disableentities 1

mat_colorcorrection 0

mat_disable_bloom 0

mat_disable_fancy_blending 1

mat_disable_lightwarp 1

mat_filterlightmaps 1

mat_filtertextures 1

mat_max_worldmesh_vertices 512

mat_parallaxmap 0

mat_reducefillrate 1

mat_reduceparticles 1

mat_viewportupscale 1

mat_wateroverlaysize 1

r_3dsky 0

r_ambientboost 0

r_ambientfactor 0

r_ambientmin 0

r_cheapwaterend 1

r_cheapwaterstart 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

tracer_extra 0

violence_ablood 1

violence_hblood 1

// ----------------------------------------------------------------------------

// Graphical (High)

// ----------------------------------------------------------------------------

cl_detaildist 8096

cl_detailfade 0

cl_maxrenderable_dist 8096

cl_new_impact_effects 1

cl_phys_props_max 512

cl_ragdoll_collide 1

lod_transitiondist 6400

mat_aaquality 0

mat_antialias 4

mat_bumpmap 1

mat_compressedtextures 1

mat_envmapsize 512

mat_envmaptgasize 231

mat_forceaniso 16

mat_hdr_level 1

mat_monitorgamma 1.6

mat_motion_blur_enabled 1

mat_motion_blur_forward_enabled 1

mat_motion_blur_strength 1

mat_picmip -1

mat_postprocess_x 8

mat_postprocess_y 8

mat_software_aa_blur_one_pixel_lines 0.5

mat_software_aa_edge_threshold 0.8

mat_software_aa_quality 2

mat_software_aa_strength 2

mat_software_aa_strength_vgui 2

mat_specular 1

mat_wateroverlaysize 231

mp_usehwmmodels 1

mp_usehwmvcds 1

r_avglight 3

r_eyeglintlodpixels 4

r_lod 0

r_maxmodeldecal 4096

r_rootlod 0

r_waterdrawreflection 1

r_waterdrawrefraction 1

r_waterforceexpensive 1

r_waterforcereflectentities 1

cl_ragdoll_fade_time 15

cl_ragdoll_forcefade 0

cl_ragdoll_physics_enable 1

g_ragdoll_fadespeed 600

g_ragdoll_lvfadespeed 100

ragdoll_sleepaftertime "5.0f"

cl_phys_props_enable 1

props_break_max_pieces -1

r_propsmaxdist 1000

violence_agibs 1

violence_hgibs 1

mat_shadowstate 0

r_shadowmaxrendered 0

r_shadowrendertotexture 0

r_shadows 0

r_eyes 1

r_flex 1

r_teeth 1

tf_particles_disable_weather 1

r_decals 100

mp_decals 100

glow_outline_effect_enable 1

mat_disable_bloom 0

// ----------------------------------------------------------------------------

//Connection

//-----------------------------------------------------------------------------

cl_cmdrate 66

cl_interp 0

cl_interp_ratio 1

cl_lagcompensation 1

cl_pred_optimize 2

cl_smooth 0

cl_smoothtime 0.01

cl_updaterate 66

//rate 60000

// ----------------------------------------------------------------------------

// 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

// ----------------------------------------------------------------------------

// Misc

// ----------------------------------------------------------------------------

cl_forcepreload 1 // Force preloading

cl_showfps 1

// ----------------------------------------------------------------------------

// Print to console

// ----------------------------------------------------------------------------

echo "------------------------------------------------------"

echo " t0s config loaded "

echo "------------------------------------------------------"

echo "for you, Spike"

echo "All credit goes to Chris"