Team Fortress 2, but with a lot of fixes, QoL improvements and performance optimizations!
Please set r_fastzreject 0
! It was accidentally set to 1 in this release.
NOTE: This was re-released to fix a crash in sound threading.
r_force_fastpath
: forces shader fast paths for higher GPU performancetf_weaponspread_continuous_seed
: If set to >-1, the base seed for fixed recoil spread for continuous single bullet fire weapons.
tf_weaponspread_continuous_seed_multishot
: If set to >-1, the base seed for fixed recoil spread for continuous multi-bullet fire weapons like the Minigun.
cl_cmdinterval
and cl_updateinterval
in a variety of placescl_cmdinterval
descriptioncl_cmdinterval
incorrectlycl_cmdrate
and cl_updaterate
with cl_cmdinterval
and cl_updateinterval
respectively
cl_interp
, now that networking intervals are precise to game simulation. You can use cl_interp_ratio
exclusively to adjust your client interptf_use_fixed_weaponspreads 1
by defaultspec_freeze_time
, and spec_freeze_traveltime
, so that server owners can improve their instant respawn servers without modstf_medieval_thirdperson
tf_taunt_first_person
is now replicated (server controlled). tf_taunt_first_person_enable 1
can be used by the player to force enable first person taunts (like the previous behavior). This lets server operators enforce first person taunts for competitive integrity. (https://github.com/ValveSoftware/Source-1-Games/issues/2079)tf_damage_disablespread 1
(https://github.com/ValveSoftware/Source-1-Games/issues/2489)tf_viewmodels_offset_override
(https://github.com/ValveSoftware/Source-1-Games/issues/2484)
tf_disable_weapon_skins 1
to disable weapon skins on DirectX 9tf_skip_halloween_bomb_hat_translucency
, r_skybox_lowend
, -particle_fallback
sv_namechange_cooldown_seconds
from 30 to 300sv_allow_voice_from_file 0
net_compresspackets_minsize
1000sv_minupdaterate
/sv_mincmdrate
66cl_interp
is now upper bounded by sv_client_max_interp_ratio
, so that server owners are given control to limit extremely high interp set by the user. With default settings, the highest interp can be is 0.075.sv_motd_unload_on_dismissal 1
by default, so that the usual case of a simple MOTD is unloaded after closesv_restrict_aspect_ratio_fov 2
by default, so that players cannot gain an advantage with ultrawide displaystf_hud_target_id_disable 1
to disable dynamic target IDs which take up a relatively large amount of time for player tick