blink_duration 0 //How many seconds an eye blink will last. bloodspray //blood budget_show_history 0 //turn history graph off and on. . good to turn off on low end cl_allowdownload 1 //Client downloads customization files cl_allowupload 1 //Client uploads customization files cl_cmdrate 25 //Max number of command packets sent to server per second cl_detaildist 200 //Distance at which detail props are no longer visible cl_detailfade 400 //Distance across which detail props fade in cl_ejectbrass 0 cl_forcepreload 1 //Whether we should force preloading. cl_interpolate 1 //Interpolate entities on the client. cl_lagcomp_errorcheck 1 //Player index of other player to check for position errors. cl_lagcompensation 1 //Perform server side lag compensation of weapon firing events. cl_muzzleflash_dlight_1st 0 cl_phys_props_enable 0 //Disable clientside physics props (must be set before loading a level). cl_phys_props_max 100 //Maximum clientside physic props cl_pred_optimize 2 //Optimize for not copying data if didn't receive a network update (1), an also for not repredicting if there were no errors (2) cl_predict 1 //Perform client side prediction. cl_ragdoll_collide 0 cl_ragdoll_fade_time 5 cl_ragdoll_forcefade 0 cl_ragdoll_physics_enable 1 //Enable/disable ragdoll physics. cl_show_splashes 0 cl_smooth 0 //Smooth view/eye origin after prediction errors cl_smoothtime 0 //Smooth client's view after prediction error over this many seconds cl_updaterate 25 //Number of packets per second of updates you are requesting from the server decalfrequency 10 dsp_enhance_stereo 1 dsp_slow_cpu 0 //Low end users can set this to 1 filesystem_buffer_size 0 //Size of per file buffers. 0 for none fps_ax 101 //Frame rate limiter fps_max 101 //Frame rate limiter gl_clear 0 mat_antialias 0 mat_bloomscale 0 mat_bufferprimitives 0 mat_bumpmap 1 mat_clipz 0 mat_colcorrection_disableentities 0 //Disable map color-correction entities mat_colorcorrection 0 mat_compressedtextures 1 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_fastspecular 1 //Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf. mat_mipmaptextures 1 mat_motion_blur_enabled 0 mat_reducefillrate 1 mat_specular 0 //Enable/Disable specularity for perf testing. Will cause a material reload upon change. mat_trilinear 0 mat_vsync 0 //Force sync tovertical retrace mat_wateroverlaysize 16 //Reduces quality of water at the cost of realism mem_max_heapsize 256 //Maximum amount of memory to dedicate to engine hunk and datacache (in mb) mem_min_heapsize 64 //Minimum amount of emory to dedicate to engine hunk and datacache (in mb) mp_decals 200 muzzleflash_light 0 net_compresspackets 1 //Use lz compression on game packets. net_scale 5 r_3dsky 0 //Enable the rendering of 3d sky boxes r_cheapwaterend 1 r_cheapwaterstart 1 r_drawdetailprops 0 r_drawflecks 0 r_drawmodeldecals 1 r_eyes 0 r_eyesize 0 r_propsmaxdist 100 //Maximum visible distance r_shadows 0 //Not recommended r_spray_lifetime 1 //Number of rounds player sprays are visible r_teeth 0 r_WaterDrawReflection 0 //Enable water reflection r_WaterDrawRefraction 0 //Enable water refraction r_waterforceexpensive 0 //Reduces quality of water at the cost of realism r_waterforcereflectentities 0 //Reduces quality of water at the cost of realism rate 25000 //Max bytes/sec the host can receive data rope_averagelight 1 //Makes ropes use average of cubemap lighting instead of max intensity. rope_collide 0 //Collide rope with the world rope_shake 0 rope_smooth 0 showhitlocation 1 tf_hud_num_building_alert_beeps 1 //Number of times to play warning sound when a new alert displays on building hud objects t_playergib 1 //Allow player gibbing. violence_ablood 2 //Draw alien blood violence_agibs 2 //Show alien gib entities violence_hblood 2 //Draw human blood violence_hgibs 2 //Show human gib entities