I said I might make a spy guide, I don't really know what to include, but as I get ideas I'll add them onto here.
So far I plan on discussing settings, fps, weapons, loadouts, trickstabbing...
The majority of this guide will be written when the funserver is on breakfloor. :3
I'm using the spoiler and nsfw thing to shorten it up. Is there any way to get it to retract back into a more compact mode?
Start:
I recommend getting Game Booster because it closes unnecessary programs and options that are enabled. When you quit tf2 it reverts back to normal.
Sources:
Chris's configs
Stabby's Scripts
Heads up Gentlemen
Gmang Hud
P-REC (currently no link)
Table of Contents:
I. Addons, Programs, and Cfgs
- Autoexec.cfg
- Spy.cfg
- Hud
- The Weapons
- Primary
- Secondary
- Melee
- Watches
- Load outs I use
I. Addons, Programs, and Cfgs
A. Autoexec.cfg
I added some notes in addition to what was already there.
Note: Don't just put it in, you might have to configure it a bit to work for your system. NSFW: Click to View
I would like to go into detail about interps but I haven't been able to find something that explains them in depth.
//This is Chris's maxframes config + some of my own stuff
//goes into:
//C:\Program Files (x86)\Steam\steamapps\[YOUR USERNAME]\team fortress 2\tf\cfg
// ----------------------------------------------------------------------------
// Unexplained crashes? Try changing mat_queue_mode to `-1'.
// ----------------------------------------------------------------------------
// Chris' maxframes config, designed to get you a large performance boost
// v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
// ----------------------------------------------------------------------------
// Problems or questions? Contact me at #christf2 on QuakeNet.
// ----------------------------------------------------------------------------
// Launch options:
// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
//
// 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
//I use the windowed mode, but it takes up my entire screen
//MY LAUNCH OPTIONS:
//-noforcemaccel -noforcemparms -noforcemsp -novid -sw -noborder -h 1080 -w 1920 -nojoy -nocdaudio
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// FPS cap
// ----------------------------------------------------------------------------
// The primary benefit of an FPS cap is to make the FPS more stable, other than
// that, it doesn't do a lot. A moderate, consistent framerate is much more
// desirable than a variable but sometimes high framerate. A common
// misconception is that if any more frames are generated than your monitor can
// display, they are useless. This is wrong -- frames are used for much more
// than mere display, and affect the way the game feels well past your
// refresh rate.
//
// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
// any case, or the discrepancy between clientside frame generation and frames
// to be sent to the server will no doubt cause you many a headache, especially
// when it comes down to hit registration. Other than that, I recommend
// for everyone to use the value `132' (2*66), as long as you can generally
// keep that value stable without regular drops.
// ----------------------------------------------------------------------------
cl_showfps 1 // Show unsmoothed FPS meter
net_graph 0
//net_graph 1
fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
//I've been having lag issues lately so I decided to cap it. I'll probably remove it when I get a better graphics card because my current one is pretty bad.
//fps_max 200
//fps_max 0
//Note: setting your max to 0 is probably the best because it forces your system to work as much as possible
//I've gotten over 1000 fps staring at the ceiling :3
// ----------------------------------------------------------------------------
// Net settings
// ----------------------------------------------------------------------------
// Whilst net settings perhaps aren't an integral part of an FPS config, they
// are a fact of life in competitive TF2, and as such, they are included here.
//
// A common question I am asked -- what defines whether a good connection is
// good or bad? Mostly personal preference. If you're not willing to make the
// choice, try both and see which is better for you.
//
// Generally, meeting both of the following conditions would classify it as a
// good connection:
//
// - Ping of <80 to the average server you join
// - Generally no/negligible choke/loss (can be checked with `net_graph')
//
// There's some pretty good documentation on this here:
// http://developer.valvesoftware.com/wiki ... Networking
//
// Uncomment (remove the `//' from) one of the groups if you want to use them.
// ----------------------------------------------------------------------------
// LAN
//cl_cmdrate 66
//cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
// the minimum available.
//cl_interp_ratio 0
//cl_lagcompensation 0
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
//rate 60000
// Good 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
// Bad connection
//cl_cmdrate 40
//cl_interp 0
//cl_interp_ratio 2
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000
//Test settings
//cl_cmdrate 100
//cl_interp 0.015
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.1
//cl_updaterate 100
//rate 60000
//Test settings 2
//cl_updaterate 66.67
//cl_cmdrate 66.67
//rate 100000
//cl_interp_ratio 1
//cl_interp .015
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.1
//Test settings 3
//cl_cmdrate 66.82
//cl_interp 0.015
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.1
//cl_updaterate 66.82
//rate 60000
//Test settings 4
//cl_cmdrate 82.82
//cl_interp 0.0082
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.04
//cl_updaterate 82.82
//rate 828282
//Test settings 5: What I currently use
//These settings may not be the best for you (or for me), they are just what I currently use
//Don't ask why everything is 82. I just chose to use that.
cl_cmdrate 82.82
cl_interp 0.0082 //cC sets it to around 0.01375 or something like that
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0
cl_updaterate 82.82
rate 828282
// ----------------------------------------------------------------------------
// Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these are disabled on war servers due to `sv_pure 2'
// anyway, so if you play competitive TF2, this won't help you.
// ----------------------------------------------------------------------------
// Disable sprays
//cl_playerspraydisable 1
//r_spray_lifetime 0
// Enable sprays -- uncomment this section if you want these settings
cl_playerspraydisable 0
r_spray_lifetime 2
// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------
// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
// Enable shadows -- uncomment this section if you want these settings
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
// competitive TF2 players to see opponents standing
// near the other side of a wall. You may see some
// performance loss from setting this to `1'.
//r_shadows 1
// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------
// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0
// Enable facial features -- uncomment this section if you want these settings
//r_eyes 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_teeth 1
// ----------------------------------------------------------------------------
// Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------
// Disable ragdolls
/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
//Custom speed
cl_ragdoll_fade_time 6
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
ragdoll_sleepaftertime "5.0f"
// Enable ragdolls -- uncomment this section if you want these settings
//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"
// ----------------------------------------------------------------------------
// Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------
// Disable gibs
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0
// Enable gibs -- uncomment this section if you want these settings
//cl_phys_props_enable 1
//cl_phys_props_max 128
//props_break_max_pieces -1
//r_propsmaxdist 1000
//violence_agibs 1
//violence_hgibs 1
// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_new_impact_effects 0
cl_show_splashes 0
func_break_max_pieces 0
glow_outline_effect_enable 1 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all 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 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst.
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 0
mat_wateroverlaysize 1
mp_decals 1 // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
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 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 0
violence_hblood 0
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
// silly incompatibility with the Xfire overlay. You should use
// it if you can!
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
dsp_enhance_stereo 0
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There's some pretty good information on
// TDRs (nerds only) here:
// http://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality 0
snd_spatialize_roundrobin 1
// ----------------------------------------------------------------------------
// 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
// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
echo " Chris' maxframes config loaded. "
echo "-------------------------------------------------------"
echo "Please direct all comments/queries/whatnot to"
echo "#christf2 on QuakeNet."
// ----------------------------------------------------------------------------
//Hud, Addons, and More
// ----------------------------------------------------------------------------
//For my hitsound
//I switch between these...
//Quake Hitsound: http://tf2dingalings.com/sound/details/256 (I think its this one)
//More Cowbell: http://www.mediafire.com/?4eunu6np9wnpxun
tf_dingaling_pitchmaxdmg 40
tf_dingaling_pitchmindmg 150
//For my Hud (Gmang Hud)
//http://code.google.com/p/gmang-tf2hud/
//Quick Join buttons
//Bookmarked Servers
alias JoinHomeServer "connect 216.52.143.45:27015; password" //Connection to cC Funserver
alias JoinBookmark1 "connect 216.52.148.36:27015; password " //Connection to cC Main Server
alias JoinBookmark2 "connect ; password "
alias JoinBookmark3 "connect ; password "
//I don't use this
alias CreateIdle "map_background achievement_idle " //Replace cp_dustbowl with preferred map
//Starts up walkway
alias CreateTestServer "map tr_walkway_rc2;TestServerCVars" //Replace cp_badlands with preferred map
//For some reason it only puts in sv_cheats 1
alias TestServerCVars "sv_cheats 1;tf_weapon_criticals 0;mp_respawnwavetime 0; tf_use_fixed_weaponspreads 1"
//Pub interface displays more players and is in the center of the screen
//Match interface displays 6 players and is off to the left
//I have mine set to the pub interface
alias ToggleInterface ""
alias ToggleInterfaceMatch "cl_hud_minmode 1;alias ToggleInterface ToggleInterfacePub; " //Add custom scripting after semicolon if desired
alias ToggleInterfacePub "cl_hud_minmode 0;alias ToggleInterface ToggleInterfaceMatch; " //Add custom scripting after semicolon if desired
ToggleInterfacePub
//For P-REC
bind j "prec_mark"
//ends here
Once again, thank you to Chris for making maxframes and highframes.
//goes into:
//C:\Program Files (x86)\Steam\steamapps\[YOUR USERNAME]\team fortress 2\tf\cfg
// ----------------------------------------------------------------------------
// Unexplained crashes? Try changing mat_queue_mode to `-1'.
// ----------------------------------------------------------------------------
// Chris' maxframes config, designed to get you a large performance boost
// v2.009 | 20 April 2012 | fakkelbrigade.eu/chris/configs/
// ----------------------------------------------------------------------------
// Problems or questions? Contact me at #christf2 on QuakeNet.
// ----------------------------------------------------------------------------
// Launch options:
// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
//
// 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
//I use the windowed mode, but it takes up my entire screen
//MY LAUNCH OPTIONS:
//-noforcemaccel -noforcemparms -noforcemsp -novid -sw -noborder -h 1080 -w 1920 -nojoy -nocdaudio
// ----------------------------------------------------------------------------
// ----------------------------------------------------------------------------
// FPS cap
// ----------------------------------------------------------------------------
// The primary benefit of an FPS cap is to make the FPS more stable, other than
// that, it doesn't do a lot. A moderate, consistent framerate is much more
// desirable than a variable but sometimes high framerate. A common
// misconception is that if any more frames are generated than your monitor can
// display, they are useless. This is wrong -- frames are used for much more
// than mere display, and affect the way the game feels well past your
// refresh rate.
//
// This FPS cap should *always* be set to a value higher than `cl_cmdrate' in
// any case, or the discrepancy between clientside frame generation and frames
// to be sent to the server will no doubt cause you many a headache, especially
// when it comes down to hit registration. Other than that, I recommend
// for everyone to use the value `132' (2*66), as long as you can generally
// keep that value stable without regular drops.
// ----------------------------------------------------------------------------
cl_showfps 1 // Show unsmoothed FPS meter
net_graph 0
//net_graph 1
fps_max 132 // Commented due to 2011-09-02 update causing jittering when fps is capped for some
//I've been having lag issues lately so I decided to cap it. I'll probably remove it when I get a better graphics card because my current one is pretty bad.
//fps_max 200
//fps_max 0
//Note: setting your max to 0 is probably the best because it forces your system to work as much as possible
//I've gotten over 1000 fps staring at the ceiling :3
// ----------------------------------------------------------------------------
// Net settings
// ----------------------------------------------------------------------------
// Whilst net settings perhaps aren't an integral part of an FPS config, they
// are a fact of life in competitive TF2, and as such, they are included here.
//
// A common question I am asked -- what defines whether a good connection is
// good or bad? Mostly personal preference. If you're not willing to make the
// choice, try both and see which is better for you.
//
// Generally, meeting both of the following conditions would classify it as a
// good connection:
//
// - Ping of <80 to the average server you join
// - Generally no/negligible choke/loss (can be checked with `net_graph')
//
// There's some pretty good documentation on this here:
// http://developer.valvesoftware.com/wiki ... Networking
//
// Uncomment (remove the `//' from) one of the groups if you want to use them.
// ----------------------------------------------------------------------------
// LAN
//cl_cmdrate 66
//cl_interp 0 // We let cl_interp_ratio do the limiting, this just sets it to
// the minimum available.
//cl_interp_ratio 0
//cl_lagcompensation 0
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
//rate 60000
// Good 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
// Bad connection
//cl_cmdrate 40
//cl_interp 0
//cl_interp_ratio 2
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000
//Test settings
//cl_cmdrate 100
//cl_interp 0.015
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.1
//cl_updaterate 100
//rate 60000
//Test settings 2
//cl_updaterate 66.67
//cl_cmdrate 66.67
//rate 100000
//cl_interp_ratio 1
//cl_interp .015
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.1
//Test settings 3
//cl_cmdrate 66.82
//cl_interp 0.015
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.1
//cl_updaterate 66.82
//rate 60000
//Test settings 4
//cl_cmdrate 82.82
//cl_interp 0.0082
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.04
//cl_updaterate 82.82
//rate 828282
//Test settings 5: What I currently use
//These settings may not be the best for you (or for me), they are just what I currently use
//Don't ask why everything is 82. I just chose to use that.
cl_cmdrate 82.82
cl_interp 0.0082 //cC sets it to around 0.01375 or something like that
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0
cl_updaterate 82.82
rate 828282
// ----------------------------------------------------------------------------
// Sprays
// ----------------------------------------------------------------------------
// Bear in mind that these are disabled on war servers due to `sv_pure 2'
// anyway, so if you play competitive TF2, this won't help you.
// ----------------------------------------------------------------------------
// Disable sprays
//cl_playerspraydisable 1
//r_spray_lifetime 0
// Enable sprays -- uncomment this section if you want these settings
cl_playerspraydisable 0
r_spray_lifetime 2
// ----------------------------------------------------------------------------
// Shadows
// ----------------------------------------------------------------------------
// Disable shadows
mat_shadowstate 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
// Enable shadows -- uncomment this section if you want these settings
//mat_shadowstate 1
//r_shadowmaxrendered 11
//r_shadowrendertotexture 1 // Non-blobby shadows. Sometimes turned on by
// competitive TF2 players to see opponents standing
// near the other side of a wall. You may see some
// performance loss from setting this to `1'.
//r_shadows 1
// ----------------------------------------------------------------------------
// Facial features
// ----------------------------------------------------------------------------
// Disable facial features
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0
// Enable facial features -- uncomment this section if you want these settings
//r_eyes 1
//r_flex 1
//r_lod 1 // Needs to be set to 1, otherwise they will still be disabled.
//r_rootlod 1
//r_teeth 1
// ----------------------------------------------------------------------------
// Ragdolls
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce ragdolls.
// ----------------------------------------------------------------------------
// Disable ragdolls
/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
//Custom speed
cl_ragdoll_fade_time 6
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
ragdoll_sleepaftertime "5.0f"
// Enable ragdolls -- uncomment this section if you want these settings
//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"
// ----------------------------------------------------------------------------
// Gibs
// ----------------------------------------------------------------------------
// You will have reduced performance on deaths which produce gibs.
// ----------------------------------------------------------------------------
// Disable gibs
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0
// Enable gibs -- uncomment this section if you want these settings
//cl_phys_props_enable 1
//cl_phys_props_max 128
//props_break_max_pieces -1
//r_propsmaxdist 1000
//violence_agibs 1
//violence_hgibs 1
// ----------------------------------------------------------------------------
// Graphical
// ----------------------------------------------------------------------------
// Now we come to the main brunt of the config. You probably don't want to mess
// with this.
// ----------------------------------------------------------------------------
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_new_impact_effects 0
cl_show_splashes 0
func_break_max_pieces 0
glow_outline_effect_enable 1 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all 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 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
// at a range from -1 to 2, -1 being the best quality, 2 being the
// worst.
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 0
mat_wateroverlaysize 1
mp_decals 1 // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
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 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 0
violence_hblood 0
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
m_rawinput 1 // Turn on raw mouse input. Commented out by default due to
// silly incompatibility with the Xfire overlay. You should use
// it if you can!
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
dsp_enhance_stereo 0
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There's some pretty good information on
// TDRs (nerds only) here:
// http://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality 0
snd_spatialize_roundrobin 1
// ----------------------------------------------------------------------------
// 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
// ----------------------------------------------------------------------------
// Print to console
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
echo " Chris' maxframes config loaded. "
echo "-------------------------------------------------------"
echo "Please direct all comments/queries/whatnot to"
echo "#christf2 on QuakeNet."
// ----------------------------------------------------------------------------
//Hud, Addons, and More
// ----------------------------------------------------------------------------
//For my hitsound
//I switch between these...
//Quake Hitsound: http://tf2dingalings.com/sound/details/256 (I think its this one)
//More Cowbell: http://www.mediafire.com/?4eunu6np9wnpxun
tf_dingaling_pitchmaxdmg 40
tf_dingaling_pitchmindmg 150
//For my Hud (Gmang Hud)
//http://code.google.com/p/gmang-tf2hud/
//Quick Join buttons
//Bookmarked Servers
alias JoinHomeServer "connect 216.52.143.45:27015; password" //Connection to cC Funserver
alias JoinBookmark1 "connect 216.52.148.36:27015; password " //Connection to cC Main Server
alias JoinBookmark2 "connect ; password "
alias JoinBookmark3 "connect ; password "
//I don't use this
alias CreateIdle "map_background achievement_idle " //Replace cp_dustbowl with preferred map
//Starts up walkway
alias CreateTestServer "map tr_walkway_rc2;TestServerCVars" //Replace cp_badlands with preferred map
//For some reason it only puts in sv_cheats 1
alias TestServerCVars "sv_cheats 1;tf_weapon_criticals 0;mp_respawnwavetime 0; tf_use_fixed_weaponspreads 1"
//Pub interface displays more players and is in the center of the screen
//Match interface displays 6 players and is off to the left
//I have mine set to the pub interface
alias ToggleInterface ""
alias ToggleInterfaceMatch "cl_hud_minmode 1;alias ToggleInterface ToggleInterfacePub; " //Add custom scripting after semicolon if desired
alias ToggleInterfacePub "cl_hud_minmode 0;alias ToggleInterface ToggleInterfaceMatch; " //Add custom scripting after semicolon if desired
ToggleInterfacePub
//For P-REC
bind j "prec_mark"
//ends here
Once again, thank you to Chris for making maxframes and highframes.
Next up is my spy.cfg:
It may/may not mess up your other classes.
I added notes for clarification.
//My spy config
//goes into:
//C:\Program Files (x86)\Steam\steamapps\[YOUR USERNAME]\team fortress 2\tf\cfg
//-----------------------------------------------------------------------------------------------
//Credits:
//This is a combination of stuff that I took from Stabby's Scripts and some stuff I made myself
//Stabby's scripts: http://forums.steampowered.com/forums/s ... ?t=1591457
//-----------------------------------------------------------------------------------------------
//Null movement color changing
//I use the dot crosshair (I think it is #5)
//Its pretty small, so its hard to see if it is one color
bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward;dotxhaircolor1"
alias +mback "-forward;+back;alias checkback +back;dotxhaircolor3"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft;dotxhaircolor5"
alias +mright "-moveleft;+moveright;alias checkright +moveright;dotxhaircolor3"
alias -mfwd "-forward;checkback;alias checkfwd none;dotxhaircolor3"
alias -mback "-back;checkfwd;alias checkback none;dotxhaircolor1"
alias -mleft "-moveleft;checkright;alias checkleft none;dotxhaircolor3"
alias -mright "-moveright;checkleft;alias checkright none;dotxhaircolor5"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
//The colors
//Not all of them are being used
alias dotxhaircolor1 "cl_crosshair_blue 0; cl_crosshair_green 255; cl_crosshair_red 0"
alias dotxhaircolor2 "cl_crosshair_blue 255; cl_crosshair_green 0; cl_crosshair_red 0"
alias dotxhaircolor3 "cl_crosshair_blue 255; cl_crosshair_green 255 ; cl_crosshair_red 0"
alias dotxhaircolor4 "cl_crosshair_blue 0; cl_crosshair_green 0; cl_crosshair_red 255"
alias dotxhaircolor5 "cl_crosshair_blue 255; cl_crosshair_green 0; cl_crosshair_red 255"
alias dotxhaircolor6 "cl_crosshair_blue 0; cl_crosshair_green 255; cl_crosshair_red 255"
//Crouch jump script I made
//Don't always rely on it because it may fail you sometimes
alias +crouchjump "+duck; +jump"
alias -crouchjump "-duck; -jump"
bind "space" "+crouchjump"
//IMPORTANT!!!!!!!!!!!!!!!!
//PLEASE NOTE THAT I ADDED AN AUTOREDISGUISE FEATURE, SO WHENEVER YOU ATTACK IT WILL DISGUISE RIGHT AWAY WHICH WILL GIVE YOUR POSITION AWAY IF YOU USE THE DR
bind mouse1 vmon
fov_desired 90
//sapper
alias vmsap "bind mouse1 +sap"
alias +sap "+attack;r_drawviewmodel 1"
alias -sap "-attack"
//I personally find this annoying so I disabled it
alias sapalert "say_team **SAPPING**"
alias +sapper "slot2;r_drawviewmodel 1;vmon;fov_desired 90;viewmodel_fov 99"
alias -sapper ""
bind "2" "+sapper;vmsap" //rebind to liking
//knife
alias vmon "bind mouse1 +viewmodelon"
alias +viewmodelon "+attack; r_drawviewmodel 1;spec_next"
alias -viewmodelon "-attack;lastdisguise;r_drawviewmodel 1"
alias +equip3 "vmon;slot3; cl_autoreload 1;m_yaw .0220000000;viewmodel_fov 99;r_drawviewmodel 1;alias wpn slot3"
alias -equip3 "fov_desired 90;r_drawviewmodel 1"
bind "3" +equip3 //rebind to liking
//gun
alias vmoff "bind mouse1 +viewmodeloff"
alias +viewmodeloff "+attack;r_drawviewmodel 0;spec_next"
alias -viewmodeloff "-attack; lastdisguise; r_drawviewmodel 0"
alias +equip1 "slot1;r_drawviewmodel 1;bind q zoomin"
alias -equip1 "r_drawviewmodel 0; vmoff"
bind "1" +equip1 //rebind to liking
//watch
bind "mouse2" "+spycustomattack2"
alias +spycustomattack2 ";+attack2; r_drawviewmodel 1;spec_prev"
alias -spycustomattack2 "-attack2;r_drawviewmodel 1"
//Removes disguise.
//Does not work with the Your Eternal Reward
bind mouse4 "disguise 8 -2"
//Voicemenu buttons
bind "e" "voicemenu 0 0" //Call for medic (which Valve had on E by default).
bind "r" "voicemenu 0 1" //Thanks. Bound to r because I have autoreload on
//Kill script
bind "=" "kill"
//This is basically an artifical zoom
//It changes your fov so everything looks closer
//I use it for long distance shots
//Feel free to complain about cheating
alias "zoomin" "fov_desired 55; bind q zoomout"
alias "zoomout" "fov_desired 90; bind q zoomin"
bind q zoomin
//I have fast weapon switching bound to Shift, but I rarely use it
//Just to make General Solitude mad
bind h troll
alias troll "say >:3"
//Bunnyhopping
//Bunny hopping doesn't work, but I have it because I don't use the scroll wheel, and sometimes I find server with a bunnyhopping mod.
bind mwheeldown +jump
bind mwheelup +jump
//ends here
//goes into:
//C:\Program Files (x86)\Steam\steamapps\[YOUR USERNAME]\team fortress 2\tf\cfg
//-----------------------------------------------------------------------------------------------
//Credits:
//This is a combination of stuff that I took from Stabby's Scripts and some stuff I made myself
//Stabby's scripts: http://forums.steampowered.com/forums/s ... ?t=1591457
//-----------------------------------------------------------------------------------------------
//Null movement color changing
//I use the dot crosshair (I think it is #5)
//Its pretty small, so its hard to see if it is one color
bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward;dotxhaircolor1"
alias +mback "-forward;+back;alias checkback +back;dotxhaircolor3"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft;dotxhaircolor5"
alias +mright "-moveleft;+moveright;alias checkright +moveright;dotxhaircolor3"
alias -mfwd "-forward;checkback;alias checkfwd none;dotxhaircolor3"
alias -mback "-back;checkfwd;alias checkback none;dotxhaircolor1"
alias -mleft "-moveleft;checkright;alias checkleft none;dotxhaircolor3"
alias -mright "-moveright;checkleft;alias checkright none;dotxhaircolor5"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
//The colors
//Not all of them are being used
alias dotxhaircolor1 "cl_crosshair_blue 0; cl_crosshair_green 255; cl_crosshair_red 0"
alias dotxhaircolor2 "cl_crosshair_blue 255; cl_crosshair_green 0; cl_crosshair_red 0"
alias dotxhaircolor3 "cl_crosshair_blue 255; cl_crosshair_green 255 ; cl_crosshair_red 0"
alias dotxhaircolor4 "cl_crosshair_blue 0; cl_crosshair_green 0; cl_crosshair_red 255"
alias dotxhaircolor5 "cl_crosshair_blue 255; cl_crosshair_green 0; cl_crosshair_red 255"
alias dotxhaircolor6 "cl_crosshair_blue 0; cl_crosshair_green 255; cl_crosshair_red 255"
//Crouch jump script I made
//Don't always rely on it because it may fail you sometimes
alias +crouchjump "+duck; +jump"
alias -crouchjump "-duck; -jump"
bind "space" "+crouchjump"
//IMPORTANT!!!!!!!!!!!!!!!!
//PLEASE NOTE THAT I ADDED AN AUTOREDISGUISE FEATURE, SO WHENEVER YOU ATTACK IT WILL DISGUISE RIGHT AWAY WHICH WILL GIVE YOUR POSITION AWAY IF YOU USE THE DR
bind mouse1 vmon
fov_desired 90
//sapper
alias vmsap "bind mouse1 +sap"
alias +sap "+attack;r_drawviewmodel 1"
alias -sap "-attack"
//I personally find this annoying so I disabled it
alias sapalert "say_team **SAPPING**"
alias +sapper "slot2;r_drawviewmodel 1;vmon;fov_desired 90;viewmodel_fov 99"
alias -sapper ""
bind "2" "+sapper;vmsap" //rebind to liking
//knife
alias vmon "bind mouse1 +viewmodelon"
alias +viewmodelon "+attack; r_drawviewmodel 1;spec_next"
alias -viewmodelon "-attack;lastdisguise;r_drawviewmodel 1"
alias +equip3 "vmon;slot3; cl_autoreload 1;m_yaw .0220000000;viewmodel_fov 99;r_drawviewmodel 1;alias wpn slot3"
alias -equip3 "fov_desired 90;r_drawviewmodel 1"
bind "3" +equip3 //rebind to liking
//gun
alias vmoff "bind mouse1 +viewmodeloff"
alias +viewmodeloff "+attack;r_drawviewmodel 0;spec_next"
alias -viewmodeloff "-attack; lastdisguise; r_drawviewmodel 0"
alias +equip1 "slot1;r_drawviewmodel 1;bind q zoomin"
alias -equip1 "r_drawviewmodel 0; vmoff"
bind "1" +equip1 //rebind to liking
//watch
bind "mouse2" "+spycustomattack2"
alias +spycustomattack2 ";+attack2; r_drawviewmodel 1;spec_prev"
alias -spycustomattack2 "-attack2;r_drawviewmodel 1"
//Removes disguise.
//Does not work with the Your Eternal Reward
bind mouse4 "disguise 8 -2"
//Voicemenu buttons
bind "e" "voicemenu 0 0" //Call for medic (which Valve had on E by default).
bind "r" "voicemenu 0 1" //Thanks. Bound to r because I have autoreload on
//Kill script
bind "=" "kill"
//This is basically an artifical zoom
//It changes your fov so everything looks closer
//I use it for long distance shots
//Feel free to complain about cheating
alias "zoomin" "fov_desired 55; bind q zoomout"
alias "zoomout" "fov_desired 90; bind q zoomin"
bind q zoomin
//I have fast weapon switching bound to Shift, but I rarely use it
//Just to make General Solitude mad
bind h troll
alias troll "say >:3"
//Bunnyhopping
//Bunny hopping doesn't work, but I have it because I don't use the scroll wheel, and sometimes I find server with a bunnyhopping mod.
bind mwheeldown +jump
bind mwheelup +jump
//ends here
I use Gmang Hud, you can go to the top for the link.
I have some additions to my hud that I got from the thread Heads up Gentlemen by 2C3C. (Link at the top)
I got hit markers, and a smaller disguise outline, if you wish to get them as well just follow the instructions provided on that thread.
The advantage to having a smaller disguise outline is that a giant spy doesn't pop up on your screen every time you disguise. It can get extremely annoying and distracting so I highly recommend getting this.
The special thing about the hit markers is that they stay up on the screen for 0.95 seconds which is the cool down for the ambassador. This allows you to spam minimum cool down head shots if your aim is good enough.
I have some additions to my hud that I got from the thread Heads up Gentlemen by 2C3C. (Link at the top)
I got hit markers, and a smaller disguise outline, if you wish to get them as well just follow the instructions provided on that thread.
The advantage to having a smaller disguise outline is that a giant spy doesn't pop up on your screen every time you disguise. It can get extremely annoying and distracting so I highly recommend getting this.
The special thing about the hit markers is that they stay up on the screen for 0.95 seconds which is the cool down for the ambassador. This allows you to spam minimum cool down head shots if your aim is good enough.