con_enable 1 cl_showfps 1 //sound settings dsp_slow_cpu 1 ///// <<--------------------------------------------------| ///// > Multi Core Settings || ///// |-------------------------------------------------->> mat_queue_mode "0" // [!-1] Multicore Utilisation cl_threaded_bone_setup "0" cl_interp_threadmodeticks "0" cl_threaded_client_leaf_system "0" host_thread_mode "0" r_threaded_client_shadow_manager "0" r_threaded_particles "1" r_threaded_renderables "0" r_queued_decals "0" r_queued_ropes "0" r_queued_post_processing "0" studio_queue_mode "0" // Play demos with MQM2 mp_usehwmmodels "-1" // Hardware High Res Models mp_usehwmvcds "-1" ///// <<--------------------------------------------------| // Violence Settings // Increases blood to help you see hits better ///// |-------------------------------------------------->> violence_ablood 1 violence_agibs 1 violence_hblood 1 violence_hgibs 1 ///// <<--------------------------------------------------| // Graphics settings to boost framerate ///// |-------------------------------------------------->> cl_detaildist 0 cl_detailfade 0 cl_drawmonitors 0 cl_ejectbrass 0 // _disables shells flying out of guns_ cl_forcepreload 1 //for server loading cl_muzzleflash_dlight_1st 0 //disables your own muzzle flash //FPS Settings cl_lagcomp_errorcheck 1 cl_lagcompensation 1 cl_downloadfilter "nosounds" cl_show_splashes 0 commentary 0 mat_picmip 2 // Texture Level mat_antialias 0 mat_forceaniso 0 // Antiscopic Filtering mat_trilinear 1 mat_reducefillrate 1 // Shader Detail mat_hdr_enabled 0 // High Dynamic Range Lighti mat_hdr_level 0 mat_bumpmap 1 // Bumpmap Texturing mat_specular 0 // Specular Lighting r_lod 1 // Model level of detail r_rootlod 1 // Root model level of detail r_decals 20 // Amount of decals that can be on the world at one time r_drawdetailprops 0 // 'Detailed' props, such as grass r_drawflecks 0 // Impact debris r_shadows 1 // Player Shadows r_shadowmaxrendered 32 // The amount of how many fully rendered player shadows will be drawn - anything else is rendered as a blur oval shadow r_dynamic 0 // Dynamic lighting r_3dsky 0 // Render the 3D skybox projection r_WaterDrawReflection 1 // Water reflection r_WaterDrawRefraction 1 // Water refraction r_waterforceexpensive 0 // Detailed water r_waterforcereflectentities 0 // Allow water object reflection r_propsmaxdist 0 // Maximum visible distance of props r_worldlights 0 // Lights that reflect off your weapon r_renderoverlayfragment 0 // Overlaid textures that make up decal like effects cl_phys_props_enable 0 // Disables trash and cans etc cl_phys_props_max 0 // Maximum clientside physic props cl_ragdoll_physics_enable 0 // Disables dead animations and bodies cl_ragdoll_collide 0 // Ragdoll collisions cl_ragdoll_forcefade 1 cl_ragdoll_fade_time 0 // Time until ragdolls disappear ragdoll_sleepaftertime 0 g_ragdoll_fadespeed 0 g_ragdoll_lvfadespeed 0 // disable ropes r_ropetranslucent 0 rope_averagelight 0 rope_collide 0 rope_shake 0 rope_smooth 0 rope_smooth_enlarge 0 rope_smooth_maxalpha 0 rope_smooth_maxalphawidth 0 rope_smooth_minalpha 0 rope_smooth_minwidth 0 rope_subdiv 0 rope_wind_dist 0 mat_vsync 0 mat_monitorgamma 1.6 //Ingame Gamma Settings mat_aaquality 0 mat_autoexposure_max 0 mat_autoexposure_min 0 mat_bloomscale 0 mat_bufferprimitives 0 mat_clipz 1 mat_colorcorrection 0 mat_compressedtextures 1 mat_diffuse 1 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_disable_ps_patch 1 mat_envmapsize 0 mat_excludetextures 1 mat_envmaptgasize 0 mat_filterlightmaps 1 mat_filtertextures 1 mat_forcehardwaresync 0 mat_forcemanagedtextureintohardware 0 mat_framebuffercopyoverlaysize 0 mat_mipmaptextures 1 mat_lightmap_pfms 0 mat_maxframelatency 0 mat_max_worldmesh_vertices 0 mat_parallaxmap 0 mat_shadowstate 0 mat_show_ab_hdr 0 mat_showlightmappage -1 mat_texture_limit -1 mat_use_compressed_hdr_textures 1 // review below here mat_showenvmapmask 0 mat_showlowresimage 0 mat_showmaterials 0 mat_showmaterialsverbose 0 mat_supportflashlight 0 mat_wateroverlaysize 0 mat_motion_blur_enabled 0 mat_motion_blur_percent_of_screen_max 0 mat_softwarelighting 0 mp_decals 20 muzzleflash_light 0 net_maxfragments 1280 net_showevents 0 npc_height_adjust 1 props_break_max_pieces 0 r_PhysPropStaticLighting 0 r_ambientboost 0 r_cheapwaterend 1 r_cheapwaterstart 1 r_decal_cullsize 0 r_dopixelvisibility 1 r_drawbatchdecals 1 r_drawmodeldecals 0 r_drawmodelstatsoverlaymax 1.5 r_drawmodelstatsoverlaymin 0.01 r_drawspecificstaticprop 0 r_eyeglintlodpixels 0 r_eyemove 0 r_eyes 0 r_eyeshift_x 0 r_eyeshift_y 0 r_eyeshift_z 0 r_eyesize 0 r_fastzreject -1 r_flashlightrendermodels 0 r_unloadlightmaps 1 r_flashlightrenderworld 0 r_flex 0 r_forcewaterleaf 0 r_lightaverage 0 r_staticprop_lod 4 r_maxdlights 0 r_maxmodeldecal 0 r_maxnewsamples 0 r_maxsampledist 0 r_minnewsamples 0 r_norefresh 0 r_occlusion 1 r_queued_decals 1 r_shadowrendertotexture 1 r_spray_lifetime 0.1 r_teeth 0 r_staticpropinfo 0 r_visualizeproplightcaching 1 alias hlss-START "voice_inputfromfile 1; voice_loopback 1; +voicerecord; alias ToggleWAV hlss-STOP" alias hlss-STOP "voice_inputfromfile 0; voice_loopback 0; -voicerecord; alias ToggleWAV hlss-START" alias ToggleWAV "hlss-START" voice_fadeouttime 0