Adrimek tf2 settings, config & cfg 2018
Full Name | - |
Nickname | Adrimek |
Birthday | - |
Nationality | ![]() |
Game | ![]() |
Since | 2018-11-17 |
Last Update | 2018-11-17 |
Navigation
Adrimek Gear |
Adrimek Setup |
Adrimek Config |
Adrimek Settings |
Adrimek screenshot
Adrimek Gear
Mouse | - |
Mousepad | - |
Keyboard | - |
Headset | - |
Monitor | - |
Chair | - |
Controller | - |
Case | - |
Adrimek Setup
GPU | - |
CPU | - |
Memory | - |
Motherboard | - |
Power Supply | - |
Storage | - |
Fan | - |
Cooler | - |
Adrimek config
The Team Fortress 2 config file of Adrimek has been downloaded 15 times. Download autoexec.cfg by clicking the download button below.
Social Media
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Adrimek Settings
Summary
This page contains the in-game settings, config files (cfg) and hardware setup of Adrimek. The Adrimek tf2 settings page has been viewed for 955 since it was added on 2018-11-17. The last time the settings of Adrimek were on 2018-11-17. Visit the tf2 settings page to view more Team Fortress 2 settings like Adrimek or visit upload section to add your own tf2 settings.
Other Team Fortress 2 settings
# | Name | Country | Last Update | |
1 | ![]() | ![]() | 2011-03-27 | |
2 | ![]() | ![]() | 2009-11-09 | |
3 | ![]() | ![]() | 2009-11-14 | |
4 | ![]() | ![]() | 2009-11-20 | |
5 | ![]() | ![]() | 2009-11-14 |
Other Czech Republic gaming settings
# | Name | Country | Last Update | |
1 | ![]() | ![]() | 2010-01-27 | |
2 | ![]() | ![]() | 2010-07-20 | |
3 | ![]() | ![]() | 2012-06-17 | |
4 | ![]() | ![]() | 2012-03-31 | |
5 | ![]() | ![]() | 2011-11-20 | |
6 | ![]() | ![]() | 2011-10-12 | |
7 | ![]() | ![]() | 2011-04-25 | |
8 | ![]() | ![]() | 2011-02-25 | |
9 | ![]() | ![]() | 2010-07-25 | |
10 | ![]() | ![]() | 2012-07-15 |
Adrimek CFG file
net_graph 0
m_rawinput 1
m_filter 0
sensitivity 2.8
tf_scoreboard_ping_as_text 1
sv_allow_point_servercommand always
fps_max 0
cl_showfps 0
prec_delete_useless_demo 1
prec_min_streak 99
bind k explode
tf_contract_progress_show 0
hud_saytext_time 2
bind "MOUSE5" "r_drawviewmodel 0"
bind "MOUSE4" "r_drawviewmodel 1"
bind "F7" "prec_mark"
cl_jiggle_bone_framerate_cutoff 0
sv_cheats 1
bind tab "+scoreboard"
alias +scoreboard "+showscores;developer 1;cl_showerror 1;mat_filterlightmaps 1;mat_filtertextures 1;cl_detailfade 1;cl_detaildist 1"
alias -scoreboard "-showscores;developer 0;cl_showerror 0;mat_filterlightmaps 0;mat_filtertextures 0"
//Null-cancelling movement script
//(prevents you from pressing two opposing directions, which causes you //to //stop moving)
bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
//hud grafical glitches
bind "f8" "record temp; stop; snd_restart; hud_reloadscheme;heartbeat;"
cl_hud_playerclass_use_playermodel 0
cl_cmdrate 66
cl_interp 0.0152
cl_interp_ratio 0
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000
fov_desired 90
cl_playerspraydisable 1
r_spray_lifetime 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_new_impact_effects 0
cl_show_splashes 0
func_break_max_pieces 0
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players.
mat_colcorrection_disableentities 1
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filterlightmaps 1
mat_filtertextures 1
mat_forceaniso 1
mat_hdr_level 0
mat_max_worldmesh_vertices 512
mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2
mat_phong 0
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 1
mat_wateroverlaysize 1
mp_decals 9 // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
r_3dsky 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 9
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 0
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_lightaverage 0
r_maxnewsamples 2
r_maxsampledist 1
r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforcereflectentities 0
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 1
violence_hblood 1
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
volume 0.18
dsp_enhance_stereo 0
dsp_slow_cpu 1
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There's some pretty good information on
// TDRs (nerds only) here:
// http://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality 0
snd_spatialize_roundrobin 1
// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// nowadays it's generally okay.
//
// Here are the possible values:
// -2 legacy default
// -1 default
// 0 synchronous single thread
// 1 queued single thread
// 2 queued multithreaded
//
// If you have problems with the value `2', try setting it to
// `-1'.
//
// As an aside, there are quite a few bugs in the demo system
// that occur when mat_queue_mode is set to a value that is
// not `-1'. If you intend to do work with the demo system,
// maybe you should change this.
cl_threaded_bone_setup 0
cl_threaded_client_leaf_system 0
r_queued_decals 0
r_queued_ropes 1
r_queued_post_processing 0
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
echo { sup bot }
echo "-------------------------------------------------------"
m_rawinput 1
m_filter 0
sensitivity 2.8
tf_scoreboard_ping_as_text 1
sv_allow_point_servercommand always
fps_max 0
cl_showfps 0
prec_delete_useless_demo 1
prec_min_streak 99
bind k explode
tf_contract_progress_show 0
hud_saytext_time 2
bind "MOUSE5" "r_drawviewmodel 0"
bind "MOUSE4" "r_drawviewmodel 1"
bind "F7" "prec_mark"
cl_jiggle_bone_framerate_cutoff 0
sv_cheats 1
bind tab "+scoreboard"
alias +scoreboard "+showscores;developer 1;cl_showerror 1;mat_filterlightmaps 1;mat_filtertextures 1;cl_detailfade 1;cl_detaildist 1"
alias -scoreboard "-showscores;developer 0;cl_showerror 0;mat_filterlightmaps 0;mat_filtertextures 0"
//Null-cancelling movement script
//(prevents you from pressing two opposing directions, which causes you //to //stop moving)
bind w +mfwd
bind s +mback
bind a +mleft
bind d +mright
alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""
//hud grafical glitches
bind "f8" "record temp; stop; snd_restart; hud_reloadscheme;heartbeat;"
cl_hud_playerclass_use_playermodel 0
cl_cmdrate 66
cl_interp 0.0152
cl_interp_ratio 0
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000
fov_desired 90
cl_playerspraydisable 1
r_spray_lifetime 0
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
r_eyes 0
r_flex 0
r_lod 2
r_rootlod 2
r_teeth 0
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0
cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1
violence_agibs 0
violence_hgibs 0
cl_detaildist 0
cl_detailfade 0
cl_drawmonitors 0
cl_ejectbrass 0
cl_new_impact_effects 0
cl_show_splashes 0
func_break_max_pieces 0
glow_outline_effect_enable 0 // Cart glow effect.
lod_transitiondist 0
mat_antialias 0
mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
// a strange `shine' effect to appear on all players.
mat_colcorrection_disableentities 1
mat_colorcorrection 0
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_envmapsize 8
mat_envmaptgasize 8
mat_filterlightmaps 1
mat_filtertextures 1
mat_forceaniso 1
mat_hdr_level 0
mat_max_worldmesh_vertices 512
mat_monitorgamma 1.6 // Controls brightness, try 1.8 to make it brighter or 2.2
// to get it darker. Only works in fullscreen.
mat_motion_blur_enabled 0
mat_parallaxmap 0
mat_picmip 2
mat_phong 0
mat_reducefillrate 1
mat_reduceparticles 1
mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
mat_trilinear 1
mat_wateroverlaysize 1
mp_decals 9 // `9' is a good value to still see the spread pattern from a
// scattergun without any real performance loss.
r_3dsky 0
r_ambientboost 0
r_ambientfactor 0
r_ambientmin 0
r_avglight 0
r_cheapwaterend 1
r_cheapwaterstart 1
r_decals 9
r_decalstaticprops 0
r_decal_cullsize 15
r_drawdetailprops 0
r_drawmodeldecals 0
r_drawflecks 0
r_dynamic 0
r_flashlightdepthtexture 0
r_forcewaterleaf 1
r_lightaverage 0
r_maxnewsamples 2
r_maxsampledist 1
r_propsmaxdist 0
r_renderoverlayfragment 0
r_staticprop_lod 4
r_waterdrawreflection 0
r_waterdrawrefraction 1
r_waterforceexpensive 0
r_waterforcereflectentities 0
rope_averagelight 0
rope_collide 0
rope_rendersolid 0
rope_shake 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0
tf_particles_disable_weather 1 // Disable weather effects on maps supporting
// it, for example, setting this to `1'
// disables rain effects on *_sawmill.
tracer_extra 0
violence_ablood 1
violence_hblood 1
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
in_usekeyboardsampletime 0
mat_clipz 1 // FX card users should set this to 0
mat_forcehardwaresync 0
mat_levelflush 1
mat_vsync 0 // Turn off vsync to avoid nasty I/O latency.
r_fastzreject -1 // Values >1 enable a fast Z rejection algorithm, to be
// performed on the GPU (as opposed to on the CPU). The
// value `-1' autodetects hardware support for this
// feature, which is safer than forcing it.
// ----------------------------------------------------------------------------
// Sound
// ----------------------------------------------------------------------------
// I'd be hesitant to say that you would see a great deal of performance
// improvement from lowering the sound quality, but in my experience as a
// competitive TF2 player, lowering the sound quality makes determination of
// directionality and distance that much easier. You may see a small FPS gain
// with these settings, or you may not, either way will likely have a
// negligible effect on performance.
// ----------------------------------------------------------------------------
volume 0.18
dsp_enhance_stereo 0
dsp_slow_cpu 1
snd_async_fullyasync 1 // Having the sound run fully asynchronous has been
// helpful in the past, as it seems to (for whatever
// reason) reduce the number of TDRs experienced during
// gameplay. There's some pretty good information on
// TDRs (nerds only) here:
// http://forums.nvidia.com/index.php?showtopic=65161
snd_pitchquality 0
snd_spatialize_roundrobin 1
// ----------------------------------------------------------------------------
// Threading
// ----------------------------------------------------------------------------
mat_queue_mode 2 // mat_queue mode is another frequently asked about cvar, it
// defines the threading method to be used by the material
// system. It has been unstable to use in the past, but
// nowadays it's generally okay.
//
// Here are the possible values:
// -2 legacy default
// -1 default
// 0 synchronous single thread
// 1 queued single thread
// 2 queued multithreaded
//
// If you have problems with the value `2', try setting it to
// `-1'.
//
// As an aside, there are quite a few bugs in the demo system
// that occur when mat_queue_mode is set to a value that is
// not `-1'. If you intend to do work with the demo system,
// maybe you should change this.
cl_threaded_bone_setup 0
cl_threaded_client_leaf_system 0
r_queued_decals 0
r_queued_ropes 1
r_queued_post_processing 0
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1
// ----------------------------------------------------------------------------
// Misc
// ----------------------------------------------------------------------------
echo "-------------------------------------------------------"
echo { sup bot }
echo "-------------------------------------------------------"
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