Commands for things in team fortress 2. Console commands for the game TF2. Special configuration files

Console commands
Net:
General client rate settings

Rate is the maximum number of bytes per second that the client wants to receive from the server.
cl_cmdrate is the maximum number of packets per second that the client wants to send to the server.
cl_updaterate is the maximum number of packets per second that the client wants to receive from the server.
Remark: why does he “want”? Because the server limits the client’s wishes and can adjust the values ​​of these client variables.

Client settings responsible for calculating the game world
between updates received from the server

Interpolation:
cl_interp_ratio - the client must interpolate the game world using no more than: "1" - 2 packets from the server (1 gap), "2" - 3 packets from the server (2 gaps). (def. "2.0")
cl_interp — time period during which the game world needs to be interpolated. Calculated using the formula cl_interp = (1/cl_updaterate)*cl_interp_ratio. Moreover, here you need to take the real values ​​of cl_updaterate and cl_interp_ratio (not those that you wanted from the server, but those that it “imposed” on you. (0.05 = 50 ms)

Extrapolation:
cl_extrapolate 1 - in the case when interpolation is not possible (due to high packet loss), extrapolation is used - linear prediction of object positions. (1)
cl_extrapolate_amount - sets the maximum time period during which extrapolation is possible. (0.25 s)

Input prediction:
cl_predict - enables input prediction (1).
cl_pred_optimize - Optimization for not copying data if there was no network update (1), as well as for not redirecting if there were no errors (2) (note from Alice: if anyone tells me the meaning of this variable, I will be very grateful).
cl_smooth — Smoothing of forecast errors. (def. "1")
cl_smoothtime — The time over which the correction of forecast errors is extended. (def. "0.1")
cl_showerror — show the presence of prediction errors. (0)

Lagom compensation (affects only shooting accuracy):
cl_lagcompensation - the client can “ask” the server not to take lag compensation into account when processing his shots - 0. (1)

Not supported by modern engine:
cl_lagcomp_errorcheck - Checks for player position errors.
cl_interp_threadmodeticks — Additional interpolation

Mat:
mat_queue_mode — The number of processor cores used for the game. (def. "-2")
mat_mipmaptextures — Changes texture quality with distance. (def. "1")
mat_picmip — Change the quality of textures. (def. "0")
mat_antialias — Antialiasing.
mat_bumpmap — Bumpmapping (bumpmapping allows you to show flat textures, voluminous ones). (def. "1")
mat_bufferprimitives — Caching "primitives".
mat_clipz — (0) Eliminates problems with DirectX9 for some nVidia video cards.
mat_colorcorrection — Color correction.
mat_specular - Disables Enables shiny uber.
mat_compressedtextures — Texture compression.
mat_motion_blur_forward_enabled — Motion blur.
mat_disable_bloom - Sprays. (def. "0")
mat_monitorgamma — Gamma. (def. "2.2")
mat_forceaniso — Anisotropic filtering. (def. "1")
mat_hdr_enabled — The effect of adjusting visibility when moving from areas with different light levels.
mat_hdr_level — Dynamic lighting effect. (def. "2")
mat_shadowstate — Refers to shadows (Only works with r_shadows). (def. "1")
mat_use_compressed_hdr_textures — Compress textures used with HDR.
mat_trilinear — Trilinear filtering.
mat_dxlevel — Sets the DirectX version.
mat_wateroverlaysize — Sets the water distortion resolution. (def. "128")
mat_aaquality — Anti-aliasing quality. Works together with mat_antialias.
mat_reducefillrate — Adjust texture detail. (def. "0")
mat_autoexposure_max — Maximum screen brightness. (def. "2")
mat_autoexposure_min — Minimum screen brightness. (def. "0.5")
mat_bloomscale — BLOOM effect. (def. "1")
mat_disable_lightwarp - The exact description is unknown, but refers to 1D textures as shading. (def. "0")
mat_envmapsize — History of images in unreachable sections of the map, such as SkyBox. (def. "128")
mat_envmaptgasize - Not known, but most likely responsible for the size of the SkyBox. (def. "32.0")
mat_fastspecular — Algorithm for drawing smooth surfaces.
mat_fastnobump — Algorithm for rendering volumetric textures.
mat_forcemanagedtextureintohardware - Clear textures in video memory. (def. "1")
mat_diffuse — Setting the value to "0" makes everything black.
mat_software_aa_strength — Produces software A-A post process (alternative/in addition to MCAA). (def. "-1.0")
mat_software_aa_tap_offset - Default 1.0 - a lower value will make the image sharper, a higher value will make it blurry.
mat_software_aa_quality — Software anti-aliasing quality: (0 — 5-tap filter), (1 — 9-tap filter).
mat_software_aa_edge_threshold - Software AA - adjusts the sensitivity of shader edge detection for software anti-aliasing - a lower value will smooth more edges, a higher value will smooth less. (def. "1.0")
mat_software_aa_blur_one_pixel_lines — How much software anti-aliasing is required to smooth a line one pixel thick (0.0 - not required), (1.0 - a lot) (def. "0.5")
mat_software_aa_debug - Software AA - Adjusts the offset of the signals used by the software anti-aliasing shader - a lower value will make the picture sharper, a larger value will make it blurrier. (def. "1.0")
mat_filterlightmaps — Lighting filter. (def. "1")
mat_filtertextures — Texture filter. (def. "1")
mat_vsync — Vertical synchronization.
mat_bloom_scalefactor_scalar — Adjust the intensity of the Bloom effect.
mat_forcehardwaresync - Works together with VSync, allows you to increase the frame rate if possible.
mat_showlowresimage - By setting it to “1”, the textures are completely disfigured, the increase in FPS on weak computers is large, but it’s not worth it. (def. "0")
mat_showwatertextures - Reduces water textures (to reduce GPU impact on CPU) (def. "128")
mat_drawTextureScale — Enables the type of texture smoothing.
mat_debug_postprocessing_effects — 0=off; 1=shows post-processing algorithms in quadrants of the screen; 2=shows post-processing in the center of the screen.
mat_postprocessing_combine - Combines bloom, software anti-aliasing and color correction into one post-processing algorithm.
mat_tonemap_min_avglum - Software AA - performs a software post-anti-aliasing process. The command value sets the severity of the effect. (0.0 – off), (1.0 – max.) (def. “-1.0”)
mat_texture_list — For debug mode, shows a list of textures used in the frame.
mat_texture_list_all - If the value of this command is non-zero, the texture list panel will show all currently loaded textures.
mat_texture_list_view - If the value of this command is non-zero, the texture list panel will display icons of the currently loaded textures.
mat_texture_list_txlod — Adjusts the level of detail of the last viewed texture (+1 – increase resolution, -1 – decrease resolution)
mat_colcorrection_disableentities — Disables color correction “entities” on the map.
mat_configcurrent - Displays the configuration of the current video control panel for texture mapping.
mat_savechanges - Saves the current video configuration in the registry.
mat_max_worldmesh_vertices - Keeps textures from stretching. (def. "65536") ?
mat_drawTitleSafe — Enables a visible overlay.
mat_supportflashlight - 0 – does not support flashes (does not load shader combinations for flashes), 1 – flashes are supported (def. “-1”)
mat_showmaterials - Displays tools.
mat_showmaterialsverbose - Displays tools #2. ?
mat_showtextures - Displays the textures in use.
mat_parallaxmap — Color correction of MIP levels 2: normal maps, 1: everything else (def. “1”)
mat_lightmap_pfms - Outputs .pfm files containing lightmap data for each page when the level exists.
mat_tonemap_algorithm - 0 = original algorithm 1 = new algorithm
mat_disablehwmorph - Disables hardware morphing for some mods.
mat_texture_limit — If the value of this command is not equal to 1, the system will limit the amount of texture memory used in the frame. Useful for identifying performance cliffs. Value in kilobytes.
mat_spewvertexandpixelshaders - Prints the currently loaded vertex and fragment shaders to the console.

CL:
cl_detaildist - Defines the range in which details are specified (for example, grass). (def. "1200")
cl_detailfade — Defines the distance at which details begin to fade. (def. "400")
cl_drawmonitors — Rendering of in-game “monitors” that include rendered 3D images. (def. "1")
cl_ejectbrass — Displays sleeves. (def. "1")
cl_forcepreload - Load information about textures and models at the beginning of the map. (def. "0")
cl_muzzleflash_dlight_1st — 1st order dynamic light from gun flashes. (def. "1")
cl_phys_props_max — Number of simultaneously calculated small objects. (def. "300")
cl_phys_props_enable — Disables Enables the physics of small objects.
cl_ragdoll_collide — Calculation of intersecting corpses.
cl_ragdoll_fade_time — Time of disappearance of corpses. (def. "15")
cl_ragdoll_physics_enable — Drawing corpses.
cl_showhelp — On-screen help. (def. "1")
cl_show_splashes - Splashes of water. (def. "1")
cl_rumblescale — Rumble effect sensitivity scale. (def. "1.0")
cl_threaded_bone_setup — Parallel processing of “C_BaseAnimating”.
cl_new_impact_effects - Dust, sand and other weather effects.
cl_burninggibs - By setting it to "1", the fire from the explosion will set fire not only to the players, but also to the remains of bodies.
cl_clearhinthistory - Clears the hint memory on the client side.
cl_predictweapons - Predicts weapon effects on the client side.
cl_predict — Predicts player movements on the client side.
cl_showpluginmessages - Allows plugins to show messages to you. (def. "1")
cl_debugrumble - Disables Enables "Rumble" debugging.
cl_autoreload — Automatic reload.
cl_hud_minmode — Set to “1” to enable hud display in small mode.
cl_showhelp - Shows the help menu.
cl_showfps - Shows fps.
cl_autorezoom - Automatic return of zoom when shooting as a sniper.
cl_rumblescale — Sets the sensitivity of noise effects.
cl_debugrumble - Enables debugging of noise effects.
cl_team — Select the default team when connecting to the game.
cl_class — Select the default class when connecting to the game.
cl_chatfilters — Contains chat filter settings.
cl_mouselook — Set to 1 to look around with the mouse, 0 to look around with the keyboard. You cannot change while on the server.
cl_spec_mode — Spectator mode.
cl_soundfile — Ringing sound file.
cl_allowdownload — The client downloads “custom” files.
cl_timeout — After how many seconds without receiving packets from the server, the client will disconnect from the server.
cl_allowupload — The client uploads “custom” files.
cl_downloadfilter - Determines which files can be downloaded from the server (all, none, nosounds).
cl_logofile — Specify a spray file to use on servers.

CC:
cc_linger_time — Subtitle delay time.
cc_predisplay_time — Delay before subtitles are displayed.
cc_subtitles - If enabled, sound effects will not be displayed in subtitles, only speech (for example, the sounds of a player being injured will not be displayed).
cc_lang — Subtitle language (default is the user interface language).

Cam:
cam_ideallag - Delay when finding the ideal viewing angle when viewing from a third person.
cam_idealdelta — Camera movement speed when finding the ideal viewing angle, when viewed from a third person.
cam_collision - If the value of this command is 1, then when viewed from a third person, the camera will avoid passing through walls.

Voice & Sound:
voice_forcemicrecord — Microphone recording. (def. "1")
voice_enable — Voice chat. (def. "1")
voice_scale — Sound level.
voice_modenable — Voice chat is in fashion. (def. "1")
snd_mixahead — Audio buffer size.
snd_musicvolume — Music volume.
dsp_enhance_stereo — Stereo expansion effect.
dsp_volume - 0 - No sound, 1 - There is sound. (def. "1.0")
dsp_slow_cpu - Setting it to 1 reduces the quality of DSP sound effects, but improves performance. (def. "0")
dsp_spatial — Space volume.
dsp_speaker — Volume of conversations through the microphone.
dsp_water — Water volume.
volume — Sound in the game.

Gibs:
violence_agibs — Other people's faces. (def. "1")
violence_hgibs — Human faces. (def. "1")
violence_hblood - Human blood. (def. "1")
violence_ablood - Someone else's blood. (def. "1")

R:
r_drawflecks - Drawing small fragments and dust around the point of entry of the bullet. (def. "1")
r_decals — Time period during which “decals” will be visible. (def. "2048")
r_dynamic — Dynamic reflections from objects. (def. "1")
r_drawmodeldecals - “Decals” on player models. (def. "1")
r_fastzreject — Acceleration of the “perspective” calculation algorithm, if supported by the video accelerator. (def. "0")
r_lod — Degree of detail of objects and textures. (def. "-1")
r_rootlod — Model detailing.
r_renderoverlayfragment - Disables Enables objects overlayed on textures (posters on walls, etc.). (def. "1")
r_waterdrawreflection — Reflections on water. (def. "1")
r_waterforceexpensive - Disables Enables complex graphics for water.
r_shadowrendertotexture — Dynamic shadows on objects.
r_drawdetailprop — Disables Enables detailing of small objects. (def. "1")
r_shadows — Dynamic shadows (from objects and models) on the terrain. (def. "1")
r_propsmaxdist — Maximum drawing distance for small objects. (bottles, fragments).
r_lightinterp — Light interpolation.
r_occlusion - Using SourceEngine's "occlusion" system.
r_3dsky - 3D background (for example buildings). (def. "1")
r_decal_cullsize — Distance at which bullet holes are visible. Higher number = more short distance. (def. "5")
r_lightaverage — Light averaging. (def. "1")
r_spray_lifetime — How many rounds players' sprays will be visible. (def. "2")
r_shadowmaxrendered — Max. number of shadows shown. (def. "32")
r_maxdlights — The maximum number of dynamic lights visible on the screen. (def. "32")
r_flashlightdepthtexture — Texture lighting depth, 1 — High, 0 — Low. (def. "1")
r_shadowrendertotexture — Drawing shadows.
r_ropetranslucent — Transparency of ropes. (def. "1")
r_drawbatchdecals - “Render decals” in batch mode. (def. "1")
r_ForceWaterLeaf — Quality of vision while underwater. (def. "1")
r_cheapwaterend — Drawing water and bottom. (def. "800")
r_waterforcereflectentities - Reflections in water.
r_maxmodeldecal — The maximum number of "decals" that can be made per model. (def. "50")
r_eyes - Eyes. (def. "1")
r_sse2 — Disables Enables SSE2 code.
r_3dnow — Disables Enables 3DNow code.
r_teeth - Teeth. (def. "1")
r_queued_decals - Slightly relieves the workload of decal rendering settings.
r_decalstaticprops — Static decal. (def. "1")
r_ambientboost — Acceleration of ambient conditions. (def. "1")
r_worldlights — Number of world lights, “vertex”. (def. "4")
r_radiosity - Lighting for weapons and hands. (def. "4")
r_drawviewmodel — Disables Enables the weapon model.
r_lightcache_zbuffercache — Lighting models in the shadows.
r_flex - Animation of faces?
r_dopixelvisibility — Disables Enables “dashes” on light sources.
r_unloadlightmaps - Reloads textures and lighting. May help after alt+tab (minimize) when pink textures appear.
r_visambient - Draws examples of ambient leaf lighting.
r_cleardecals — Usage: r_cleardecals
r_flushlod — Removes and reloads LODs
r_proplightingfromdisk - 0=off 1=on 2=Shows errors
r_ambientboost - Sets the ambient boost when fully loaded with ambient lighting. (def. "1")
r_ambientmin — Threshold above which the ambient cube will not accelerate (def. "0.3")
r_ambientfactor - Accelerates the environment cube by an amount not exceeding the specified value. (def. "5")
r_occludermincount — Approximately this number of obstructions should be used.

M:
m_pitch — Sets the mouse up/down speed sensitivity multiplier.
m_filter — Mouse filtering (smoothing) mode.
m_side — Sets the mouse movement speed sensitivity multiplier.
m_yaw — Sets the left-right turning speed sensitivity multiplier.
m_forward — Sets the sensitivity multiplier for the forward speed of the mouse.
m_mouseaccel1 - Windows mouse acceleration, initial threshold (2x movement).
m_mouseaccel2 - Windows mouse acceleration, medium threshold (4x movement).
m_customaccel — Custom mouse acceleration (acceleration).
m_customaccel_exponent — Measurement of the acceleration proportionality coefficient.
m_customaccel_max — Maximum acceleration proportionality coefficient.
m_customaccel_scale — Custom mouse acceleration value.

Crosshair:
cl_crosshair_red — Red color. (def. "200")
cl_crosshair_green — Green color. (def. "200")
cl_crosshair_blue — Blue color. (def. "200")
cl_crosshair_scale — Size. (def. "32.0")
cl_crosshair_file — Name of the crosshair. (def. "0")

Hud:
hud_classautokill - After choosing a new class, you automatically die.
hud_reloadscheme - Reloads “hudlayout” (Allows you to customize hudlayout without leaving the game).
hud_deathnotice_time — How long kills will be shown.
hud_saytext_time — How long chat messages will be shown.
hud_fastswitch - Fast switching of weapons.
hud_takesshots - Automatic screenshot of the “tab” at the end of the map.
hud_achievement_description - Show full description of achievements.
hud_achievement_glowtime — Duration of the glow around the achievement.
hud_achievement_count — The maximum number of achievements that can be shown on the screen.
hud_achievement_tracker — Hide and show achievement path.
hud_escort_test_speed — How long the notification bar will be displayed.
hud_combattext - Shows damage when hit.
hud_medicautocallers - Automatically call a medic, displaying comrades with a given health.
hud_medicautocallersthreshold — The amount of health at which a medic call is triggered.
hud_medichealtargetmarker - A treatment marker that better highlights the target you are healing.

net_graph:
net_graph — Enables net_graph, 1-3.
net_graphtext - Hides net_graph.
net_graphheight — The height of the net_graph panel. (def. "64")
net_graphshowlatency - Draws ping and packet loss?
net_graphshowinterp - Draws interpolation?
net_graphpos — Location of net_graph. (def. "1")
net_graphproportionalfont — Net_graph size.

MP:
mp_decals — How many bullet marks will remain on the walls. (def. "200")
mp_usehwmmodels - Disables/enables models supported by computer hardware (hw-models). (was: Disables Enables models used in Meet The video. (def. “0”))
mp_usehwmvcds — Disables/enables facial animation for hw models. (was: Disables Enables animation used in Meet The video. (def. "0"))

Ropes:
rope_smooth — Smoothes the drawing of wires. (def. "1")
rope_shake — Disables Enables swinging of wires.
rope_wind_dist — The effect of wind on wires. (def. "1000")
rope_subdiv — Number of wire links. (def. "2")
rope_averagelight — Average cubemap lighting. (def. "1")
rope_collide - Collides wires into the world. (def. "1")
rope_smooth_enlarge — Number of ropes in screen space. (def. "1.4")

Overview:
overview_health - Displays the player's health when viewing the map.
overview_names - Displays player names when viewing the map.
overview_tracks - Displays players' paths when viewing the map.
overview_locked — Locks the viewing angle.
overview_alpha — Map transparency during overview.
overview_mode — Overview of the card set mode.

TF:









Joy:
tf_dingalingaling - Disables Enables sound when hit.
tf_dingaling_volume — Hit volume.
tf_dingaling_pitchmindmg - Sets the desired pitch of the pitchmind sound.
tf_dingaling_pitchmaxdmg - Sets the desired pitch of the strong hitting sound.
tf_dingaling_wav_override - You can use any other hit sound by uploading it to the “sounds” folder and specifying the full file name.
tf_hud_num_building_alert_beep — The number of times an alert tone must be played before a new alert is displayed on objects in the engineer's building display.
tf_build_menu_controller_mode — Use console menus for building objects. 1 = on, 0 = off
tf_disguise_menu_controller_mode - Use console disguise menus. 1 = on, 0 = off
tf_weapon_select_demo_start_delay - Delay between respawning and drawing weapons.
tf_weapon_select_demo_time - Time to draw a weapon. 0=off

Additional settings:
sv_forcepreload — Preload force? (def. "0")
sv_backspeed — Speed ​​of movement backwards (backward).
showhitlocation - Shows the location of the "hit" position. (def. "0")
flex_smooth - Change the animation controller.
props_break_max_pieces — The number of fragments from small objects. (def. "-1")
func_break_max_pieces - Number of particle props such as Gibs.
budget_show_history — Disables Enables graphics history.
bugreporter_uploadasync - Uploads applications asynchronously.
jpeg_quality — Screenshot quality.
commentary — Desired comment mode state.
gl_clear — Random color buffer for each frame.
muzzleflash_light — Dynamic (reflected) light from flashes. (def. "1")
npc_height_adjust - Enables mod test for "adjustmen" height.
lod_transitiondist — The distance at which “lod” decreases on objects. (def. "800")
con_enable — Activates the console.
g15_update_msec — Logitech G-15 keyboard update interval.
developer - Last messages console in the left corner of the screen.
fps_max — Maximum fps.
fov_desired — Viewing angle.
viewmodel_fov — Visual distance of the weapon.
viewmodel_fov_demo — Visual distance of the weapon when viewing demos.
zoom_sensivity_ratio — Mouse sensitivity when sniper zoom is turned on.
sensivity — Sensitivity
record — Start recording (pov) of the demo file.
stop — Stop recording (pov) of the demo file.
clear — Clear the console log.
password — Current server access password.
skill — Game level (1-3).
name — Nick
bind - Assigns a game action to a key.
echo - Prints a message to the console.

If your connection to the server is poor or your computer is too weak, all is not lost. Thanks to this small guide, you will be able to write commands that compensate for a poor connection or slow game.


To do this, create or open a file /tf/cfg/autoexec.cfg or /cstrike/cfg/autoexec.cfg and add the settings we need to it. After that, launch the game and they will load automatically.

Commands can also be entered from the console. To do this, you just need to add the parameter to the game launcher shortcut -console. Now it will look like this: tf2.exe -console or css.exe -console -dxlevel , and after launching it can be opened using the tilde key " ~ ».

Network configuration commands

This is what the game looks like with net_graph 4 enabled.

Each player's movement from your computer is not transmitted over communication lines instantly, but reaches the server in a few milliseconds, after which a response is returned. This time is usually called ping. With a poor connection or a slow Internet connection, this time can reach quite high values ​​- more than 0.3 seconds - and this is enough for the situation on the battlefield to change not in your favor. To eliminate such problems, a system has been created that compensates for delays. It calculates the most likely movements of players on your computer based on the latest data received about their speed and direction of movement.

Compensation on the computer can be controlled by the command cl_interp or two teams cl_updaterate And cl_interp_ratio. Correct setting These parameters will give an advantage in accurately determining the location of moving targets.

Team cl_interp serves to set the time intervals after which compensation will be calculated, and is measured in seconds. For example, if we want to calculate compensation 100 times per second, we need to set the parameter value to 0.01.

Team cl_updaterate shows how many requests to move opponents per second will be sent from the server to your computer.

Team cl_interp_ratio closely related to cl_updaterate in determining the time interval between compensation calculations.

The interval is calculated using the formula - value cl_interp_ratio, divided by the value cl_updaterate, - and is measured in seconds. For example, if the value cl_interp_ratio is 1 and the value cl_updaterate is 100, the resulting speed will be 0.01 seconds, or the actions will be interpolated one hundred times per second.


Despite the minimal settings, the game is still good.

Every action you take is transmitted by the command to the server. The more commands you send and receive per second, the more you clog the transmission channel, and its capacity may not be enough.

For a normal game, it is advisable to have a ping of no more than 200 milliseconds, ideally 100 milliseconds. But if you have a fairly slow connection - 192 Kbps or lower - the following connection configuration commands will help you:

Team rate affects maximum speed reception (bytes per second). The lower your Internet connection speed, the lower the value you should set for this parameter. For example, if your incoming connection is 128 Kbps, then dividing by 8 we get a value of 16 Kbps. In this case we set rate equal to 10,000-12,000 and we live peacefully.

About the team cl_updaterate mentioned above. To free the channel, you should assign it a lower value.

Command parameter cl_cmdrate shows the number of transmission packets sent per second.

You can see how commands are exchanged with the server using the command net_graph X, where X is a number from 0 to 4 indicating how detailed the graph will be.

This is interesting: The number of frames per second can be viewed with the command cl_showfps X. To do this, you need to set this parameter to 1 or 2.

Commands to improve speed

TF2 is very picky not only on the video card, but also on the processor, so you should configure it so that it uses the maximum processor power.

mat_queue_mode, host_thread_mode, threadpool_affinity

The above three commands allow you to enable all cores in the game, which will increase performance. For Core2Duo or Athlon X2 processors, set the value to 2. For Core2Quad and Phenom X4 - 4.

cl_threaded_bone_setup, cl_threaded_client_leaf_system, r_threaded_particles, r_threaded_renderables, r_threaded_client_shadow_manager

These commands allow you to use multiple cores to modify the skeleton, face, fire effects and shadows. For multi-core systems, I recommend setting the values ​​to 1.

r_3dnow, r_mmx, r_sse, r_sse2

These four commands allow you to use various processor extensions to calculate effects in the game. It is recommended to set everything to 1.


Playing with water reflection disabled.

If you have a powerful processor, but the game still plays poorly, video optimization will help. To do this, set the value 0 for all the following parameters.

r_teeth, r_eyeglintlodpixels, r_eyemove, r_eyes, r_eyesize— various parameters for displaying players’ eyes and teeth.

r_worldlights, r_dynamic, r_shadows— display of shadows and dynamic lighting.

r_drawflecks, r_drawbatchdecals, r_decal_cullsize, r_decals, r_drawmodeldecals— display of bullet marks.

r_WaterDrawReflection, r_WaterDrawRefraction, r_cheapwaterend, r_cheapwaterstart, r_waterforceexpensive- the degree of water transparency and its ability to reflect.

mat_hdr_enabled, mat_hdr_level, mat_hdr_manual_tonemap_rate— HDR display options.

r_3dsky — three-dimensionality of the sky.

mat_forcemanagedtextureintohardware, mat_forcehardwaresync— clearing textures in video memory that slow down the game.

mat_disable_bloom, mat_disable_fancy_blending, mat_disable_lightwarp, mat_disable_ps_patch, mat_fastspecular, mat_filterlightmaps, mat_filtertextures — options for turning off special effects. Here they need to be assigned a value equal to 1.


Even for older video cards, you can set a lower DirectX level. To do this, you need to write in the shortcut " tf2.exe -console -dxlevel" or " css.exe -console -dxlevel".

DirectX levels:

90, 95 — for video cards Geforce 6xxx, Radeon Xzzz and better. (-dxlevel 95)

80, 81 — for video cards Geforce FX 5xxx, Radeon 9zzz. (-dxlevel 80)

70 — for video cards Geforce 4xxx, Radeon 8zzz. (-dxlevel 70)

If you have a Geforce 7, Radeon X1 or higher, it's best to leave level 95.


All these changes will allow you to fight in the arenas of Team Fortress 2 and Counter-Strike: Source, regardless of the speed of your Internet connection. Go for it!

Developer Console in Team Fortress 2

Console is a part of the user interface designed for game developers, content creators and power users. The console interface is designed in the form of text, in which the player can enter the text of the command that the game will execute.

Console access

Additional control settings that “hide” the ability to turn on the console

By default, console access is disabled. To open, you need a key associated with the console open command. Most keyboards use the ~ key by default. Additionally, the console must be enabled in the advanced keyboard settings.

The console will automatically open (even if it cannot be opened) if the phrase -console is in the game launch parameters. The phrase -developer will also automatically open the console, but the developer and sv_cheats commands will also be activated.

The console is not available on the Xbox 360 and PlayStation 3 versions of the game.

Using the Console

The console is divided into two parts: a large output panel and a command line.

Output panel

In addition to showing the commands entered, the output panel also displays various server events, such as the death of a player or a chat message.

The last five lines output from the console can be shown in the top left corner of the screen during gameplay.

Command line

The command line accepts commands typed by the user. They can be executed by clicking on the Submit button or the ↵ Enter key.

Like other text fields in the GUI, Row supports the clipboard, allowing you to cut, copy, and paste text.

The command line supports code hints. When you enter a command, the game will prompt possible options commands that the user may want to type. When the Tab ⇆ key is pressed, the console will remove the suggestions, allowing the user to continue typing the command.

Types of commands

There are two types of commands: simple commands and so-called console variables. The difference is that a console variable retains its value, while a simple command is executed only once.

In addition, commands are marked as one or more special command types.

Entering commands

Some commands are special and begin with a plus sign. These commands ensure continuous action in the game. If a command is associated with a key, it will be disabled (indicated by a minus sign instead of a plus sign at the beginning of the command) if the key is not pressed.

Cheats

Many teams may provide players with skills that are too powerful and may hinder fair play. Such commands are called cheats. If the server's sv_cheats variable is set to 0, players will not be able to use these commands.

You can get all the variables and commands of this type using findflags cheat.

Offline Variables

Some variables cannot be changed during the game.

Such variables cannot be found using console commands.

Copied variables

Some variables for the player must have the same value for the server on which he is located. The player cannot change the values ​​of such variables while he is connected to the dedicated server.

findflags replicated.

Archive Variables

Some variables contain user settings. When they are changed, they are automatically saved to the config.cfg file, which is executed every time the game is opened.

You can get all variables of this type using findflags archive.

Protected Variables

Some variables contain data that should not be sent between clients and servers. For example, passwords. The player will not be able to find out the value of such a variable, and when changing its value, ***PROTECTED*** will be displayed in the game chat instead of the real value.

You can get all variables of this type using findflags protected.

Required/prohibited for demo videos

When recording a demo video, the values ​​of some variables are recorded, as well as their changes. This is necessary for proper playback of the video. For security reasons, the other part of the variables, on the contrary, is not recorded.

You can get all variables of this type using findflags demo And findflags dontrecord.

Special configuration files

Team Fortress 2 automatically reads some game files and executes any commands given in them. Here is a list of these files:

  • config.cfg - This is the default configuration file that is edited by the player to reflect any in-game changes to keystrokes or graphics settings. Editing the file will not change the game in any way, but it will change to reflect any custom key settings you create on startup. This file's configuration will always run before all other game configuration files.
    • config_default.cfg - This file contains the default settings for the keys. It will be used as a fallback if the config.cfg file was not found.
    • newbindings.txt - This file contains the “ideal” keys for certain actions. When the game starts, it checks to see if the keys specified in this file are used for anything. If not, then the action specified there is automatically applied to them. This file is located in VPK files ( tf_misc_xxx.vpk) in folder scripts.
  • autoexec.cfg - This is a standard configuration file designed to make custom key settings. This configuration file is activated every time the game starts, immediately after the config.cfg file.
  • Each class has a personal configuration file that is automatically activated when that class is selected. Note that any options set in one class configuration file will be retained across class switches unless restored. They are stored in the following files:
    • scout.cfg, soldier.cfg, pyro.cfg, demoman.cfg, heavyweapons.cfg, engineer.cfg, medic.cfg, sniper.cfg, spy.cfg

Configuration file paths

On Windows
<Папка Steam>/SteamApps/common/team fortress 2/tf/cfg
On Mac, configuration files can be found by next path:
~/Library/Application Support/Steam/SteamApps/common/team fortress 2/tf/cfg
On Linux, the configuration files can be found in the following path:
~/.steam/steam/SteamApps/common/Team Fortress 2/tf/cfg

If your connection to the server is poor or your computer is too weak, all is not lost. Thanks to this small guide, you will be able to write commands that compensate for a poor connection or slow game.


To do this, create or open a file <Директория TF2>/tf/cfg/autoexec.cfg or <Директория CS:S>/cstrike/cfg/autoexec.cfg and add the settings we need to it. After that, launch the game and they will load automatically.

Commands can also be entered from the console. To do this, you just need to add the parameter to the game launcher shortcut -console. Now it will look like this: tf2.exe -console or css.exe -console -dxlevel , and after launching it can be opened using the tilde key " ~ ».

Network configuration commands

This is what the game looks like with net_graph 4 enabled.

Each player's movement from your computer is not transmitted over communication lines instantly, but reaches the server in a few milliseconds, after which a response is returned. This time is usually called ping. With a poor connection or a slow Internet connection, this time can reach quite high values ​​- more than 0.3 seconds - and this is enough for the situation on the battlefield to change not in your favor. To eliminate such problems, a system has been created that compensates for delays. It calculates the most likely movements of players on your computer based on the latest data received about their speed and direction of movement.

Compensation on the computer can be controlled by the command cl_interp or two teams cl_updaterate And cl_interp_ratio. Correctly setting these parameters will provide an advantage in accurately determining the location of moving targets.

    Team cl_interp serves to set the time intervals after which compensation will be calculated, and is measured in seconds. For example, if we want to calculate compensation 100 times per second, we need to set the parameter value to 0.01.

    Team cl_updaterate shows how many requests to move opponents per second will be sent from the server to your computer.

    Team cl_interp_ratio closely related to cl_updaterate in determining the time interval between compensation calculations.

The interval is calculated using the formula - value cl_interp_ratio, divided by the value cl_updaterate, - and is measured in seconds. For example, if the value cl_interp_ratio is 1 and the value cl_updaterate is 100, the resulting speed will be 0.01 seconds, or the actions will be interpolated one hundred times per second.


Despite the minimal settings, the game is still good.

Every action you take is transmitted by the command to the server. The more commands you send and receive per second, the more you clog the transmission channel, and its capacity may not be enough.

For a normal game, it is advisable to have a ping of no more than 200 milliseconds, ideally 100 milliseconds. But if you have a fairly slow connection - 192 Kbps or lower - the following connection configuration commands will help you:

    Team rate affects the maximum reception speed (bytes per second). The lower your Internet connection speed, the lower the value you should set for this parameter. For example, if your incoming connection is 128 Kbps, then dividing by 8 we get a value of 16 Kbps. In this case we set rate equal to 10,000-12,000 and we live peacefully.

    About the team cl_updaterate mentioned above. To free the channel, you should assign it a lower value.

    Command parameter cl_cmdrate shows the number of transmission packets sent per second.

You can see how commands are exchanged with the server using the command net_graph X, where X is a number from 0 to 4 indicating how detailed the graph will be.

This is interesting: The number of frames per second can be viewed with the command cl_showfps X. To do this, you need to set this parameter to 1 or 2.

Commands to improve speed

TF2 is very picky not only on the video card, but also on the processor, so you should configure it so that it uses the maximum processor power.

    mat_queue_mode, host_thread_mode, threadpool_affinity

    The above three commands allow you to enable all cores in the game, which will increase performance. For Core2Duo or Athlon X2 processors, set the value to 2. For Core2Quad and Phenom X4 - 4.

    cl_threaded_bone_setup, cl_threaded_client_leaf_system, r_threaded_particles, r_threaded_renderables, r_threaded_client_shadow_manager

    These commands allow you to use multiple cores to modify the skeleton, face, fire effects and shadows. For multi-core systems, I recommend setting the values ​​to 1.

    r_3dnow, r_mmx, r_sse, r_sse2

    These four commands allow you to use various processor extensions to calculate effects in the game. It is recommended to set everything to 1.

Playing with water reflection disabled.

If you have a powerful processor, but the game still plays poorly, video optimization will help. To do this, set the value 0 for all the following parameters.

    r_teeth, r_eyeglintlodpixels, r_eyemove, r_eyes, r_eyesize— various parameters for displaying players’ eyes and teeth.

    r_worldlights, r_dynamic, r_shadows— display of shadows and dynamic lighting.

    r_drawflecks, r_drawbatchdecals, r_decal_cullsize, r_decals, r_drawmodeldecals— display of bullet marks.

    r_WaterDrawReflection, r_WaterDrawRefraction, r_cheapwaterend, r_cheapwaterstart, r_waterforceexpensive- the degree of water transparency and its ability to reflect.

    mat_hdr_enabled, mat_hdr_level, mat_hdr_manual_tonemap_rate— HDR display options.

    r_3dsky — three-dimensionality of the sky.

    mat_forcemanagedtextureintohardware, mat_forcehardwaresync— clearing textures in video memory that slow down the game.

    mat_disable_bloom, mat_disable_fancy_blending, mat_disable_lightwarp, mat_disable_ps_patch, mat_fastspecular, mat_filterlightmaps, mat_filtertextures — options for turning off special effects. Here they need to be assigned a value equal to 1.

Even for older video cards, you can set a lower DirectX level. To do this, you need to write in the shortcut " tf2.exe -console -dxlevel<уровень> " or " css.exe -console -dxlevel<уровень> ".

DirectX levels:

90, 95 — for video cards Geforce 6xxx, Radeon Xzzz and better. (-dxlevel 95)

80, 81 — for video cards Geforce FX 5xxx, Radeon 9zzz. (-dxlevel 80)

70 — for video cards Geforce 4xxx, Radeon 8zzz. (-dxlevel 70)

If you have a Geforce 7, Radeon X1 or higher, it's best to leave level 95.


All these changes will allow you to fight in the arenas of Team Fortress 2 and Counter-Strike: Source, regardless of the speed of your Internet connection. Go for it!

"sv" commands
ATTENTION: TEAMS WORK ONLY ON THEIR SERVERS
First go to "settings" --> "additionally" and press "turn on console".

The very first command without which you will not succeed.

    • sv_cheats 1 - this command enables cheat codes.
If you want to practice on the map tr_walkway_rc2,
then click Links only visible to registered users. In order to see links on the forum
Two commands are required for training:
    • sv_allow_point_servercommand offical always
    • retry
These were the most necessary commands "sv".
"tf" commands
    • tf_bot_keep_class_after_death 1- blocks bots from changing class;
    • tf_bot_add (number) and (class)- the class is optional BUT if you write:
    • tf_bot_add 1 (class)- then the class will go like a name;
    • tf_bot_birthday 1 - launches tf2 birthday;
    • tf_bot_melee_only 1 - bots fight with melee weapons.
These were all the most necessary "tf" commands.
"mp" commands
    • mp_friendlyfire 1- allows you to deal damage to teammates;
    • mp_restartwavetime (time in seconds)- after how long will you respawn, BUT does not work on some maps;
    • mp_restartgame 1- restarts the entire game.
These were all the most necessary "mp" commands.
"host" commands
    • host_timescale(time)- makes the game faster or slower. Eg:
    • host_timescale 5- makes the game 5 times faster;
    • host_timescale 0.5- makes the game 2 times slower.
These were all the most necessary "host" commands.
"addcond" commands - part #1

0 - Slowdown (as when spinning up a machine gun or while aiming from sniper rifle). Places the player in a civilian pose.

1 - Aiming with a sniper rifle (the game crashes if the player uses a weapon that is not capable of aiming).

2 - Camouflage smoke effect.

3 - The effect of putting on a disguise.

4 - Invisibility effect.

5 - Übercharge effect. It will disappear as soon as the user begins to heal from a dispenser, trolley, or when he switches to a secondary weapon (if a medic). Also disappears from the Medic as soon as he runs out of ÜberCharge. Does not affect the medic's self-medication.

6 - Teleport particles.

7 - Intended for ridicule. Doesn't do anything via addcond, but can be used with removecond to quickly stop mocking.

8 - The effect of the end of the ÜberCharge if the player is charged with it.

9 - Designed to have a shimmering effect while turning invisible. If activated, the flickering will disappear.

10 - Designed for teleport actions. Nothing happens with addcond.

11 - Strengthening with crits (like Kritzkrieg's Übercharge, revenge crits, etc.). Disappears under the same conditions as property 5.

12 - The effect is intended to temporarily increase damage. Nothing happens.

13 - The effect of breaking the invisibility of the Death Ringer, works with any spy watch. Will automatically add property 4.

14 - Bonk effect!.

15 - Designed for a stunning effect. To disable the effect, use removecond.

16 - Inspirational Banner effect.

17 - Effect of Assault Shield. Activated when driving forward in any class, but with limited cornering control. The Demoman will scream when activated (his speed will increase to 750 HU/s; however, when the charge ends, this state will be removed).

18 - The effect is intended for a glowing eye, associated with the One-Eyed Highlander. To disable the effect, use removecond.

19 - Effect of Critocola/Buffalo Sandwich/Cleaner's Rifle.

20 - Effect of Life-giving Music (does not heal, only adds rings around the player’s legs; the rings disappear when the taunt ends, but the effect itself continues).

21 - Intended for an effect associated with some kind of continuous healing. To disable the effect, use removecond.

22 - Combustion effect (combustion sound and character screams, but no fire). To disable the effect, use removecond.

23 - Designed to show the effect of overhealing. Doesn't work with either addcond or removecond.

24 - Jarate effect.

25 - Designed for bleeding effect. Can only be used with removecond.

26 - Effect of Battalion Support.

27 - Effect of the Dead Milk.

28 - Visual effects Quick Fix + immunity to effects that affect movement (no treatment). Will disappear under the same conditions as property 5.

29 - Conqueror effect.

30 - Fan of War effect (a death mark will appear).
"addcond" commands - part #2


31 - All damage dealt becomes mini-critical (there is no mini-crit glow, but there are sounds and an effect). The player will not be able to heal in any way.

32 - Effect of Disciplinary Action.

33 - The effect of enhancing crits, which are given to the player when picking up a Halloween pumpkin.

34 - The effect of enhancing crits, which are used by the Flask for bonuses in the Mann vs. Machines mode.

35 - The player’s weapon appears to glow and sounds amplified by crits, like when charging (but without amplification by crits). Automatically added by mod 17 when the player's charge is reduced to 75%

36 - Allows you to jump multiple times, just like using the Soda Bottle.

37 - Critical enhancement effect First Blood.

38 - Critical boost effect after winning a round.

39 - Crit boost effect after you or a teammate captures intelligence.

40 - The effect of boosting crits after a kill is used on melee weapons (as after killing the Fists of the Terrible Boxer).

41 - There is no ability to switch from melee weapons (like when eating a Buffalo Sandwich).

42 - The player receives 35% less damage (50% less from turrets), and has team-colored buff rings. This is used as a defensive boost for the bomb carrier in Mann vs. Machine mode.

43 - Now does not function. In the past: Changed a player's team from Blue to Red for a period of time. Eliminating this condition would return the player to Blue. Adds sparks to the player's head. Automatically adds condition 15 and slows the player down for 5 seconds.

44 - The effect of strengthening MMMPH with crits.

45 - Effect of activating the protective buff MMMPH.

46 - Focus effect.

47 - Causes the Enforcer to lose 20% bonus damage, as if fired with a disguise equipped.

48 - Death Mark effect (like Burning Gauntlets of Haste).

49 - Crouching makes the player an enemy command dispenser for enemies. As a side effect, sets the player's speed to 450 Hammer units/sec. (when moving diagonally - 520 Hammer units/sec.). Changing weapons while in this state will cause the player to pause briefly, then return to 450 Hammer damage per second. This condition also causes turrets to ignore the player.

50 - Adds a spark effect to the player's head (like when installing a bug on a robot in Mann vs. Machine mode).

51 - "Sneaky" ÜberCharge effect (players will see their weapons as Übercharged, but players themselves will not be Übercharged unless they take damage, after which the player's ÜberCharge will flash for a few seconds. Similar to robots from the mode Mann vs. Machines if you shoot them before they appear on the battlefield).

52 - Effect of a flask with an über charge.

53 - The player's view will be changed to third person and they will hear Bombinomicon's lines that are played when turning their head into a bomb. If Merasmus is activated on the map, the player's head will be turned into a bomb. However, this may cause players' clients to crash if this is not done on the Ghost Fort map.

54 - The player will not be able to move and will hear music from Ghost Fort. Activating any taunt will only activate the Thriller taunt.

55 - Automatically adds effects 20 and 21 and the player and each nearby teammate begins to gain health, like from the Amputator. The player will receive credits from any treatment. Effects 20 and 21 are automatically disabled when the player finishes taunting, but effect 55 is still active (though it won't do anything).

56 - Various crit boosts.

57 - Different effects of Über-charge.

58 - Effect of the Vaccinator's uber-charge on protection from bullets.

59 - Effect of the Vaccinator's uber-charge on protection against explosions.

60 - Effect of the Vaccinator's uber-charge on fire protection.

61 - Effect of the Vaccinator's uber-charge on passive bullet protection.

62 - Effect of the Vaccinator's Übercharge on passive explosive defense.

63 - Effect of the Vaccinator's Übercharge on passive fire protection.

64 - The player will immediately become invisible regardless of class. Used for invisibility spell.

65 - Unknown; listed as "Medicine Gun Debuff".

66 - The player is ignored by enemy bots and turrets and goes invisible. When shooting, the player will become visible again, but will quickly become invisible again, during which time he will not be able to attack. The player receives a shaded border on the Stealth screen. Used when the invisibility spell disappears.

67 - Immunity to bullet damage.

68 - Immunity to damage from explosions.

69 - Immunity to fire damage.

70 - The player will be able to survive all damage inflicted on him until his health reaches 1 unit, after which this effect will automatically turn off. For damage that is intended to be fatal, the text above the victim's head will not appear to the attacker.

71 - Stunning MpM robots right at the gate (will automatically stun robots, the effect does not apply to players).

72 - The player will move faster, shoot, reload weapons and jump endlessly in the air. Used for the reduction spell.

73 - Effect of treatment similar to Quick Fix. Will automatically add effect 21 for the duration of the effect, as well as effect 28 for a short period of time. Used for the Aura of Healing spell.
"addcond" commands - part #3


74 - The player becomes twice as large, but movement speed, melee weapon range and damage remain unchanged. The player's maximum health level will increase by 10 points and the ammunition the player consumes while this effect is active will be restored instantly.

75 - The player becomes half the size, but head size, movement speed, melee weapon range and damage remain unchanged. The player's view will be from a third person. Used for the reduction spell.

76 - The player will gain status effect 77 upon death.

77 - The player will turn into a ghost; it will be possible to be revived using removecond.

78 - Unknown. This effect is supposed to be used as a mini-crit boost from weapons that generate this on kill (like the Purifier Carbine), but is not used.

79 - The player gains a 75% chance to dodge each time they take damage (if the dodge is successful, the "MISS!" effect from effect 14 appears).

80 - The player receives a parachute if he is in the air. Removed upon landing.

81 - The player receives a fire rate bonus for Airstrike.

82 - The player will receive control and movement, like in a typewriter. The car itself and its associated display will not be visible, but the game will function as if they were there.

83 - The player's field of view will increase with his model playing the acceleration animation on the car, and if the player has effect 82 activated, he will move forward at an increased speed until the effect is turned off or until the car collides with an enemy player or a wall .

84 - Effect of enlarged head and low gravity.

85 - The player will use melee weapons. Automatically adds effects
32 and 75 when using this effect.

86 - The player will float through the air and his visibility will change as if he is underwater
or doused with Jarate.

87 - The player loses the ability to move and rotate.

88 - The player will receive a cell surrounding himself. Will automatically add effect 87 when using this effect.

90 - The player will deal double damage with their weapon and will be immune to ranged damage reduction. Used for the Strength bonus in Super Mann mode.

91 - The player's weapon will fire and reload twice as fast, along with double the clip and magazine capacity. Movement speed increases by 30%. Used for the "Acceleration" bonus in Super Mann mode.

92 - The player periodically regenerates ammo, health and metal. Health regeneration is inversely proportional to the class's maximum health. Used for the Regeneration bonus in Super Mann mode.

93 - The player receives 50% protection against all damage and immunity to crits. Used for the Resistance bonus in Super Mann mode.

94 - The player gains the ability to gain health from damage dealt, damage resistance is 25%, and the maximum health level will increase by 40%. Used for the Vampirism bonus in Super Mann mode.

95 - The player gains the ability to reflect damage back to the attacker, however, it cannot kill directly. Maximum health will increase by 50%. Used for the Affliction bonus in Super Mann mode.

96 - The spread of the user's weapons will be significantly reduced, and the player will also gain immunity to fall damage. Projectiles fired by the player will travel 250% faster. Used for the Accuracy bonus in Super Mann mode.

97 - The player's movement speed, hook pull and jump height will increase. The player will be able to instantly switch between weapons. Used for the Agility bonus in Super Mann mode.

98 - Added when the player fires a Grappling Hook. Adding or removing via commands does nothing.

99 - Added when the player begins to pull himself towards the Grappling Hook. Removed when the player lands. Adding or removing via commands does nothing.

100 - Added when a player's Grappling Hook is attached to a wall, and removed when the grappling hook is released. Activating this effect will cause the player model to play the Grappling Hook animation.

101 - Unknown, adds a Grappling Hook icon to the player's display.

102 - Unknown.

103 - Restricts the player from using melee weapons and the Grappling Hook, his maximum health will increase by 150 points and he will be immune to knockback. Allows you to deal four times damage to buildings. Used for the Bouncer bonus in Super Mann mode.

104 - Added when the player receives the revenge bonus from Super Mann. When added, the player will not be able to pick up crit boost or Übercharge bonuses.

105 - Strengthening the Super-Manna bonus with crits.


Minor teams
    • third person- changes the camera view to 3rd person;
    • first person- changes the camera view to 1 person;
    • viewmodel_fov (number)- changes the drawing distance of weapons (according to standard 70).
These were all the most necessary commands.

The guide was written on Steam by userMr.let's party