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Лечение зубов в Москве по полису ОМС. Как лечить зубы Нава.
Тип файла : Конфиг игрока
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Описание
// GotGames CS:S FPS Config v1.03 (30/10/2010)


clear // Clears all console output


//customisable commands (remove "//" to activate)

//bind "f1" "buy awp"
//bind "f2" "buy ak47;buy m4a1"
//bind "f3" "buy famas;buy galil"
//bind "f4" "buy mp5"
//bind "f5" "buy deagle"
//bind "f6" "buy flashbang"
//bind "f7" "buy hegrenade"
//bind "f8" "buy smokegrenade"
//bind "f9" "buy vesthelm"
//bind "f10" "buy vest"
//bind "f11" "buy defuser"

cl_autowepswitch "0" // Enable(1)/Disable(0) automatically switch to picked up weapons (if more powerful)
cl_crosshairalpha "255" //
cl_crosshaircolor "5" // Color of the crosshair (0=green, 1=red, 2=blue, 3=yellow, 4=light blue, 5=custom)
cl_crosshaircolor_b "255" //
cl_crosshaircolor_g "0" //
cl_crosshaircolor_r "255" //
//cl_crosshairsize "5" // Size of the crosshair
cl_crosshairthickness "1" // Thickness of the crosshair
cl_crosshairusealpha "1" //
cl_downloadfilter "nosounds" // Determines which files can be downloaded from the server (all, none, nosounds)
cl_dynamiccrosshair "0" //
cl_legacy_crosshair_recoil "0" //
cl_legacy_crosshair_scale "0" //
cl_minmodels "1" //
cl_min_ct "2" //
cl_min_t "3" //
cl_nowinpanel "1" // Enable(0)/Disable(1) the panel that displays the team winner, MVP, and fun fact at the end of a round
cl_playerspraydisable "1" // Enable(0)/Disable(1) player's sprays.
//cl_righthand "1" // Use right(1) or left(0) handed view models
cl_scoreboard_dead_color_red "100" // Red value for dead player's text in scoreboard
cl_scoreboard_dead_color_green "100" // Green value for dead player's text in scoreboard
cl_scoreboard_dead_color_blue "100" // Blue value for dead player's text in scoreboard
cl_show_achievement_popups "0" //
fps_max "0" // Frame rate limiter (0=Unlimited)
mat_queue_mode "-1" // -1=default, 0=synchronous single thread, 1=queued single threaded mode, 2=uses multi-threaded mode
net_graph "1" // Draw the network usage graph
net_graphheight "60" //
net_graphproportionalfont "0" //
overview_health "1" // Enable(1)/Disable(0) players' health in map overview
overview_names "1" // Enable(1)/Disable(0) players' names in map overview
//overview_preferred_mode "1" // Determine the reporting regime in spectator mode (0=off, 1=mini-map, 2=full map)
//overview_tracks "0" // Enable(1)/Disable(0) players' tracks in map overview
//snd_surround_speakers "7" // 0=headphones, 1=auto, 2=stereo, 4=quadrophonic, 5=5.1, 7=7.1
//sensitivity "1" // Mouse sensitivity
//voice_scale "1.0" //
//volume "0.2" // Sound volume
//zoom_sensitivity_ratio "1.0" // Additional mouse sensitivity scale factor applied when FOV is scoped


//netcode commands

cl_cmdrate "67" // Number of command pakets sent to the server per second.
cl_interp "0" // Interpolate x seconds from game (0.02 = 20ms)
cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events.
cl_pred_optimize "2" // Optimize for not copying data if didn't receive a network update (1), and also for not repredicting if there were no errors (2)
cl_smooth "0" // If set to 1 attempts to smooth the view after prediction errors.
cl_smoothtime "0.01" // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_updaterate "67" // Number of packets per second you are requesting from the server.


//budget commands

budget_averages_window "0" // Number of frames to look at when figuring out average frametimes
budget_background_alpha "0" // How translucent the budget panel is
budget_history_numsamplesvisible "0" // Number of samples to draw in the budget history window (the lower the better)
budget_history_range_ms "5" // Budget history range in milliseconds
budget_peaks_window "0" // Number of frames to look at when figuring out peak frametimes
budget_show_averages "0" // Enable(1)/Disable(0) averages in the budget panel
budget_show_history "0" // Enable(1)/Disable(0) history graph (good to turn off on low end computers)
budget_show_peaks "0" // Enable(1)/Disable(0) peaks in the budget panel


//cl commands

cl_allowdownload "0" // Enable(1)/Disable(0) client downloading customization files
cl_allowupload "0" // Enable(1)/Disable(0) client uploading customization files
cl_autohelp "0" // Enable(1)/Disable(0) auto-help
cl_c4dynamiclight "1" // Enable(1)/Disable(0) dynamic light when planted C4 flashes
cl_c4progressbar "1" // Enable(1)/Disable(0) progress bar when defusing the C4
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_customsounds "0" // Enable(1)/Disable(0) customized player sound playback
cl_debugrumble "0" // Enable(1)/Disable(0) rumble debugging spew
cl_detaildist "0" // Distance at which detail props (e.g. grass) are shown
cl_detailfade "0" // Distance it takes for detail props to go from transparent to opaque
cl_detail_avoid_force "0" //
cl_detail_avoid_radius "0" //
cl_detail_avoid_recover_speed "0" //
cl_detail_max_sway "0" //
cl_disablefreezecam "1" // Enable(0)/Disable(1) the death freeze camera
cl_drawmonitors "0" // Enable(1)/Disable(0) the rendering of ingame "monitors" which contain 3D rendered images
cl_ejectbrass "0" // Enable(1)/Disable(0) shells ejecting from a gun
cl_forcepreload "1" // Enable(1)/Disable(0) preloading model and texture information to video memory at the beginning of a level (makes level loads longer, but can reduce stuttering caused by loading information on the fly)
cl_interp_all "0" //
cl_interp_npcs "0" // Interpolate NPC positions starting this many seconds in past
cl_logofile "0" // Spraypoint logo decal
cl_phys_props_max "50" // Maximum clientside physic props [Must be set to 50+ for CEVO]
cl_predictweapons "1" // Perform client side prediction of weapon effects
cl_radar_locked "0" // Enable(1)/Disable(0)
cl_radaralpha "250" //
cl_radartype "1" //
cl_ragdoll_collide "0" // Enable(1)/Disable(0) ragdoll collisions
cl_ragdoll_physics_enable "0" // Enable(1)/Disable(0) ragdoll physics
cl_resend "6" // Delay in seconds before the client will resend the 'connect' attempt
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 - 1.0)
cl_showhelp "0" // Enable(1)/Disable(0) on-screen help
cl_show_splashes "0" // Enable(1)/Disable(0)
cl_soundfile "0" // Jingle sound file (WTF?)
cl_threaded_bone_setup "0" // Enable(1)/Disable(0)
cl_threaded_client_leaf_system "0" // Enable(1)/Disable(0)
cl_timeout "30" // After this many seconds without receiving a packet from the server, the client will disconnect itself
cl_wpn_sway_interp "0" // Enable(1)/Disable(0)


//con commands

con_enable "1" // Enable(1)/Disable(0) the console
con_filter_enable "1" // Enable(1)/Disable(0) the console filter
con_filter_text_out "achievements" //


//dsp commands

dsp_enhance_stereo "0" // Enable(1)/Disable(0)
dsp_mix_max "0.9" //
dsp_room "0" //
dsp_slow_cpu "0" // Enable(1)/Disable(0)
dsp_spatial "40" //
dsp_speaker "50" //
dsp_volume "2.0" //
dsp_water "14" //

//g commands

g_ragdoll_fadespeed "0" //
g_ragdoll_important_maxcount "0" //
g_ragdoll_lvfadespeed "0" //
g_ragdoll_maxcount "0" //


//hud commands

hud_fastswitch "1" // Enable(1)/Disable(0)
hud_showtargetid "1" // Enable(1)/Disable(0)
hud_showtargetpos "0" // Center(0), upper left(1), upper right(2), lower left(3), lower right(4)


//mat commands

mat_aaquality "0" //
mat_alphacoverage "0" //
//mat_antialias "0" //
mat_autoexposure_max "0" //
mat_autoexposure_min "0" //
mat_bloomscale "0" //
mat_bloom_scalefactor_scalar "0" //
mat_bufferprimitives "1" //
mat_bumpmap "0" // Enable(1)/Disable(0) bumpmap rendering
mat_clipz "1" // Enable(1)/Disable(0)
mat_colorcorrection "0" // Enable(1)/Disable(0)
mat_colcorrection_disableentities "1" //
mat_compressedtextures "1" // Enable(1)/Disable(0)
mat_debug_postprocessing_effects "0" // [Must be set to 0 for CEVO]
mat_debugdepthmode "0" // [Must be set to 0 for CEVO]
mat_debugdepthval "128" // [Must be set to 128 for CEVO]
mat_debugdepthvalmax "256" // [Must be set to 256 for CEVO]
mat_diffuse "1" //
mat_disable_bloom "1" // Enable(1)/Disable(0)
mat_disable_fancy_blending "1" // Enable(1)/Disable(0)
mat_disable_lightwarp "1" // Enable(1)/Disable(0)
mat_disable_ps_patch "1" // Enable(1)/Disable(0)
mat_envmapsize "0" //
mat_envmaptgasize "0" //
mat_fastspecular "1" // Enable(1)/Disable(0) specularity for visual testing
mat_filterlightmaps "1" // Enable(1)/Disable(0) smoothing of lightmaps
mat_filtertextures "1" // Enable(1)/Disable(0) smoothing of textures
mat_forceaniso "0" // Anistropic filtering level
mat_forcehardwaresync "0" //
mat_forcemanagedtextureintohardware "0" //
mat_framebuffercopyoverlaysize "0" //
mat_hdr_enabled "0" // Enable(1)/Disable(0)
mat_hdr_level "0" // Level of High Dynamic Range (0=none, 1=LDR+bloom, 2=full HDR)
mat_maxframelatency "0" //
mat_max_worldmesh_vertices "0" //
mat_mipmaptextures "1" // Enable(1)/Disable(0)
mat_monitorgamma "1.6" // Monitor gamma
mat_motion_blur_enabled "0" // Enable(1)/Disable(0) motion blur
mat_parallaxmap "0" //
mat_picmip "2" // Texture quality (0=High, 1=Medium, 2=Low) [Must not be higher than 2 for CEVO]
mat_reducefillrate "1" //
mat_shadowstate "0" //
mat_softwarelighting "0" //
mat_software_aa_blur_one_pixel_lines "0" //
mat_software_aa_strength "0" //
mat_software_aa_strength_vgui "0" //
mat_software_aa_tap_offset "0" //
mat_specular "0" // Enable(1)/Disable(0) specularity for performance testing
mat_trilinear "1" // Enable(1)/Disable(0)
mat_use_compressed_hdr_textures "1" // Enable(1)/Disable(0)
mat_vsync "0" // Enable(1)/Disable(0) vsync
mat_wateroverlaysize "8" //


//mp commands

mp_decals "128" //
mp_usehwmmodels "0" //
mp_usehwmvcds "0" //


//props commands

props_break_max_pieces "0" //
props_break_max_pieces_perframe "0" //


//r commands

r_3dnow "1" // Enables the use of AMD 3DNow! registers
r_3dsky "0" // Enable(1)/Disable(0) the rendering of 3D sky boxes
r_ambientboost "0" //
r_ambientfactor "1" //
r_ambientmin "0" //
r_bloomtintg "0" //
r_bloomtintb "0" //
r_bloomtintexponent "0" //
r_bloomtintr "0" //
r_cheapwaterend "1" //
r_cheapwaterstart "1" //
r_decal_cullsize "5" // Decals under this size in pixels are culled
r_decals "128" //
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0" //
r_drawbatchdecals "0" // Enable(1)/Disable(0) the rendering of decals in batch
r_drawdetailprops "0" // Enable(1)/Disable(0)
r_drawflecks "0" // Enable(1)/Disable(0)
r_drawmodeldecals "0" //
r_dynamic "0" //
r_eyegloss "0" //
r_eyemove "0" //
r_eyes "0" // Enable(1)/Disable(0) the rendering of eyes
r_eyeshift_x "0" //
r_eyeshift_y "0" //
r_eyeshift_z "0" //
r_eyesize "0" //
r_fastzreject "-1" // Enable(1)/Disable(0) a fast z-setting algorithm to take advantage of hardware with fast z reject (use -1 to default to hardware settings)
r_flashlightrendermodels "0" //
r_flex "0" //
r_ForceWaterLeaf "0" // Enable(1)/Disable(0) a water optimization
r_hunkalloclightmaps "0" //
r_lightaverage "1" // Enable(1)/Disable(0) light averaging [Must be set to 1 for CEVO]
r_lightcache_zbuffercache "0" //
r_lod "2" // [Must be set to -1/0/1/2 for CEVO]
r_maxdlights "32" // [Must be set to 32 for CEVO]
r_maxmodeldecal "0" //
r_maxnewsamples "0" //
r_maxsampledist "0" //
r_minnewsamples "0" //
r_norefresh "0" //
r_occlusion "1" // Enable(1)/Disable(0) the occlusion system
r_PhysPropStaticLighting "0" //
r_propsmaxdist "0" // Maximum visible distance for props
r_queued_decals "0" // Enable(1)/Disable(0)
r_queued_post_processing "1" // Enable(1)/Disable(0)
r_queued_ropes "1" // Enable(1)/Disable(0)
r_renderoverlayfragment "0" //
r_rootlod "2" // Root LOD [Must be set to 0/1/2 for CEVO]
r_ropetranslucent "0" //
r_shadowmaxrendered "32" //
r_shadowrendertotexture "1" // Determines shadow quality
r_shadows "1" // Enable(1)/Disable(0) shadows
r_spray_lifetime "0" // Number of rounds player sprays are visible
r_sse2 "1" // Enable(1)/Disable(0) the use of SSE2 registers
r_sse_s "1" // Enable(1)/Disable(0)
r_staticprop_lod "3" //
r_teeth "0" // Enable(1)/Disable(0)
r_threaded_client_shadow_manager "1" //
r_threaded_particles "1" //
r_threaded_renderables "1" //
r_visualizeproplightcaching "1" //
r_WaterDrawReflection "0" // Enable(1)/Disable(0) water reflection
r_WaterDrawRefraction "0" // Enable(1)/Disable(0) water refraction
r_waterforceexpensive "0" //
r_waterforcereflectentities "0" //
r_worldlightmin "0.0002" // [Must be set to .0002 for CEVO]
r_worldlights "2" // Number of world lights to use per vertex [Must be set to 2 for CEVO]


//rope commands

rope_averagelight "0" // Enable(1)/Disable(0) the use average of cubemap lighting instead of max intensity for ropes
rope_collide "0" // Enable(1)/Disable(0) ropes colliding with the world
rope_rendersolid "0" //
rope_shake "0" //
rope_smooth "0" // Enable(1)/Disable(0) an antialiasing effect on ropes
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth_maxalpha "0" // Maximum alpha for rope antialiasing effect
rope_smooth_maxalphawidth "0" //
rope_smooth_minalpha "0" // Minimum alpha for rope antialiasing effect
rope_smooth_minwidth "0" // The minimum screenspace width the rope uses When using smoothing
rope_subdiv "0" // Rope subdivision amount
rope_wind_dist "0.01" //


//snd commands

snd_async_fullyasync "0" // All playback is fully async (sound doesn't play until data arrives)
snd_duckerattacktime "0.5" //
snd_duckerreleasetime "2.5" //
snd_duckerthreshold "0.15" //
snd_ducktovolume "0.55" //
snd_musicvolume "0" // Music volume
snd_noextraupdate "1" //
snd_pitchquality "1" //
snd_profile "0" //


//texture commands

texture_budget_background_alpha "999" // How translucent the budget panel is
texture_budget_panel_height "0" // Height in pixels of the budget panel
texture_budget_panel_width "0" // Width in pixels of the budget panel


//violence commands

violence_ablood "1" // Draw alien blood
violence_agibs "1" // Show alien gib entities
violence_hblood "1" // Draw human blood
violence_hgibs "1" // Show human gib entities


//voice commands

voice_enable "1" // Enable(1)/Disable(0)
voice_fadeouttime "0" //
voice_forcemicrecord "1" //
voice_modenable "1" // Enable(1)/Disable(0) voice in this mod


//miscellaneous commands

adsp_debug "0" //
blink_duration "0" // How many seconds an eye blink will last
closecaption "0" // Enable(1)/Disable(0) closecaptioning
commentary "0" // Enable(1)/Disable(0)
crosshair "1" // Enable(1)/Disable(0) the crosshair
datacachesize "128" // Determines the amount in MB to allocate to the game's general data caches
flex_smooth "0" // Enable(1)/Disable(0) smoothing/decay curve to flex animation controller changes
func_break_max_pieces "0" //
gl_clear "1" // [Must be set to 1 for CEVO]
host_thread_mode "1" //
jpeg_quality "100" // Jpeg screeshot quality (Low(0)-High(100)) [Must be set to 100 for CEVO]
lod_TransitionDist "0" //
muzzleflash_light "1" //
prop_active_gib_limit "0" //
rate "30000" // Max bytes/sec the host can receive data [Must be set to 25000+ for CEVO]
room_type "0" //
showhitlocation "1" //
suitvolume "0" //
sv_forcepreload "1" //
weapon_showproficiency "1" //


//end commands

mat_savechanges // Saves current video configuration to the registry

echo "***********************************"
echo "GotGames CS:S FPS Config v1.03 Loaded"
echo "http://www.gotgames.com.au"
echo "Any questions or concerns contact SpAnKy or rf_ on GotGames"
echo "***********************************"
Помощь с установкой
1. Копируем конфиг в буфер.
2. Идем в вашу дирректорию с установленной игрой.
3. Ищем там папку cfg или что-то подобное и заменяем свой конфиг на новый.
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