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Herron Tf2
Herron Tf2
"weaponswitch" "primary"
"switch_history" "secondary"
"primary" "slot1; alias weaponswitch secondary; alias switch_history secon
"secondary" "slot2; alias weaponswitch primary; alias switch_history prima
"lastweapon" "lastinv; alias weaponswitch switch_history"
// ================
// BINDS -- WEAPONS
// ================
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
// "4" is bound to "slot4; alias weaponswitch lastweapon" in WeaponSwitch alias.
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
// "8" is bound to "dropitem" (Drop Intelligence) in MISCELLANEOUS
bind "9" "slot9"
//bind "MOUSE5" "lastinv"
// last weapon -- Created Weapon
Switch alias to use instead.
// =================
// BINDS -- MOVEMENT
// =================
bind "MOUSE2" "+forward"
bind "z" "+back"
bind "CTRL" "+moveleft"
bind "ALT" "+moveright"
// bind "SHIFT" "+jump" // JumpDuck alias binds SHIFT to "+jumpduck"
bind "x" "+duck"
// ===============
// BINDS -- ATTACK
// ===============
"t"
"o"
"s"
"b"
"a"
"k"
"n"
"g"
"say"
"say_team"
"+voicerecord"
"voicemenu 0 0"
"voicemenu 1 1"
"voicemenu 0 6"
"voicemenu 0 7"
"say_team I am ready;voicemenu 0 2"
//
//
//
//
//
Medic!
Spy!
Yes
No
Go!
// ======================
// BINDS -- MISCELLANEOUS
// ======================
bind "`" "toggleconsole"
bind "TAB" "changeclass"
bind "ESCAPE" "cancelselect"
bind "PAUSE" "pause"
bind "F1" "+showscores"
bind "F2" "changeteam"
//bind "F11" "screenshot"
bind "F12" "jpeg"
bind "8" "dropitem"
// Bring up console
// Bring up class selection menu
//
//
//
//
//
Bring up scoreboard
Bring up team selection menu
Take .tga screenshot
Take .jpg screenshot
Drop intelligence
// ====================
// CVARS -- PERFORMANCE
// ====================
cl_forcepreload "1"
// This will preload all the game conten
t at once, instead of loading it on an as-need basis which can cause stuttering
or slow downs.
mem_max_heapsize "768"
// Maximum amount of memory (in mb) to be allocated to the system heap.
// Note: Do _NOT_ alter the "datacache" cvar if you use -heapsize or mem_max_he
apsize > 128mb
// ===========================================
// CVARS -- PERFORMANCE (MULTI-CORE CPUS ONLY)
// ===========================================
//mat_queue_mode "2"
// The queue/thread mode the material system should use: -1=default, 0=synchrono
us single thread, 1=queued single thread, 2=queued multithreaded
// Note: I stopped using this because it caused me to crash to desktop about on
ce every 60 minutes, even though it _INCREASED_ my fps by 75-100 on my Q6600 pro
cessor.
r_threaded_renderables "1"
renderables
r_threaded_particles "1"
particles
snd_mix_async "1"
in parallel with the renderer.
r_threaded_client_shadow_manager "1"
shadows (I think)
cl_threaded_bone_setup "1"
nimating::SetupBones()
// cl_threaded_client_leaf_system "1"
// Default 0 -- Use multicore to do something that I don't understand.
// Note: Disabled because it was periodically flooding my console with red "mes
h missing" error messages.
// ================
// CVARS -- NETWORK
// ================
cl_cmdrate "101"
// Max number of command packets sent to
server per second // Most leagues cap this at 100
cl_updaterate "101"
// Most leagues cap this at 100
rate "30000"
// Most leagues cap this at 30000
// Note: Basic rule of thumb: If you have good cable, use the values above unl
ess it gives you an increase in choke. If that occurs, start lowering them.
// Note to self: Great page on the math behind what values you should use for y
our network cvars: http://wheelchairjihad.com/?page_id=5
cl_interp "0.01"
//cl_interp_ratio "0.01"
// Most leagues have a min ratio of 1, a
nd a max ratio of either 1 or 2. It's based off of other network settings thoug
h, so I doubt actually setting this manually even does anything; thus, I've disa
bled it.
cl_lagcomp_errorcheck "0"
// Whether a comparison of player indexe
s is made to check for position errors
cl_lagcompensation "1"
// Client-side lag compensation. Enable
d by default.
cl_smooth "0"
// If set to 1, it attempts to smooth ou
t prediction errors in player positions (cl_smoothtime determines the amount of
seconds that prediction errors must occur before smoothing is enabled). Screw t
hat. I don't want it to "smooth" out the corrections, I want it to fix it right
away, even if it does make the players' movement look a little jerky.
cl_predictweapons "1"
// Determines how weapon trails, sounds
and animation are displayed. 1=clientside, 0=serverside (only controls the appe
arance and timing on your screen -- it has no effect on server-recognized accura
cy. After disabling this for a short time, I eventually just put it back to the
default enabled because it was playing my weapon fire sound twice)
cl_allowupload "0"
// Client uploads customization files (i
.e., sprays). Sprays are for sissies.
// _Set Rate Bindings_
// _adjusts rate values depending on server_
// alias "hitbox" "h1"
r_3dsky "0"
// Toggles the rendering of 3d sky boxes
tf_playergib "0"
// Toggles whether player gibbing is all
owed (Disabling will probably grant you a couple fps, but I disable it mostly to
reduce distractions)
mat_motion_blur_enabled "0"
//
mat_motion_blur_falling_intensity "0" //
mat_motion_blur_falling_max "0"
//
mat_motion_blur_falling_min "0"
//
mat_motion_blur_forward_enabled "0"
//
mat_motion_blur_percent_of_screen_max "0"
mat_motion_blur_rotation_intensity "0" //
mat_motion_blur_strength "0"
//
Motion blur
Fine tuning
Fine tuning
Fine tuning
Fine tuning
for
for
for
for
motion
motion
motion
motion
blur
blur
blur
blur
mat_disable_bloom "1"
// Bloom lighting effects
mat_hdr_level "0"
// 0=no HDR, 1=LDR+bloom on HDR maps, 2=
full HDR on HDR maps
mat_specular "1"
// Enable/Disable specularity
mat_bumpmap "1"
// Enable/Disable bump mapping (players
get shiny arms that make them look crappy if you turn this off, which also makes
it hard for me to tell which team they're on)
r_drawopaquestaticpropslast "1"
// Whether opaque static props are rende
red after non-npcs
cl_phys_props_enable "0"
// Disables rendering of cans/bottles/tr
ash (non-interaction objects)
cl_phys_props_max "0"
// Sets range at which props the client
can interact with show up
cl_phys_props_respawnrate "99999"
// Time, in seconds, between clientside
prop respawns
cl_phys_props_respawndist "99999"
// Minimum distance from the player that
a clientside prop must be before it respawns
r_propsmaxdist "0"
// Sets range at which non-interactive p
rops show up.
props_break_max_pieces "0"
// Maximum prop breakable piece count (1 = model default)
props_break_max_pieces_perframe "0"
// Maximum prop breakable piece count pe
r frame (-1 = model default)
r_drawdetailprops "0"
cl_detaildist "0"
longer visible (e.g. grass)
cl_detailfade "99999"
de in
cl_ragdoll_physics_enable "1"
// Does not calculate the ragdoll physic
s of dead player models
cl_ragdoll_collide "0"
// Toggle collision detection between ra
gdoll models (pile of bodies).
cl_ragdoll_forcefade "0"
// Default 0. Setting it to 1 made the
ragdolls instantaneously disappear, which I thought I wanted until I started get
ting confused as to whether I'd actually killed someone or just blew them up in
the air without realizing it.
cl_ragdoll_fade_time "3"
// Time, in seconds, it takes for a ragd
oll to disappear (Default 15)
// cl_ragdoll_pronecheck_distance "0" // Default 64 -- Not sure what this does
, so I decided not to screw with it.
// ==============
// CVARS -- SOUND
// ==============
snd_musicvolume "0.000000"
voice_modenable "1"