Console commands for the game TF2. Console commands for the game TF2 Console commands for the game Team Fortress 2
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. 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<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!
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 work 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. Can 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 - Shows 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.
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 it will also activate the developer and sv_cheats commands.
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 backup 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 /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. 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" 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!