Counter-Strike: Source Guide

Hand made CFG for Counter-Strike: Source

Hand made CFG

Overview

////////////////////////////////////////////////// ///+——————————————+/// ///¦ Clan:Insomnes ¦/// ///¦ ¦/// ///¦ ¦/// ///¦ Pew Paw -5 ¦/// ///¦ ¦/// ///¦ ¦/// ///¦ Namdon.ru ¦/// ///+——————————————+/// ////////////////////////////////////////////////////_Set Netcode vars_cl_cmdrate “101”cl_interp “0.0304”cl_interpolate “1”cl_lagcomp_errorcheck “0” // Disables lagcompensation error checking, only needed if you’re having any registration/loss/choke problems.cl_lagcompensation “1”cl_smooth “1”cl_updaterate “101”rate “25000”//_Set MP vars_mp_decals “0” // How many player sprays will be shown.//_Set Client vars_cl_drawmonitors “0” // Disables the rendering of ingame “monitors” which contain 3d rendered images.cl_ejectbrass “0” // Disables brass ejectioncl_forcepreload “1” // Forces the game to load all texture and model information into memory on map load.cl_phys_props_enable “1” // Enables phsyics props.cl_phys_props_max “50” // Maximum amount of physics props allowed.cl_ragdoll_physics_enable “0” // Disables ragdoll.cl_restrict_server_commands “0” // Compatible/needed with serverpluginscl_show_splashes “0” // Disables water splashes.//_Set Render vars_r_3dsky “0” // Disables the rendering of 3d sky boxes.r_decal_cullsize “9999” // Any decals under this size are not rendered.r_decals “0” // Disables decals.r_drawbatchdecals “1” // Enables the rendering of decals in batch.r_drawdetailprops “1” // Enables the rendering of detail props.r_drawflecks “0” // Disables the sparks and dirt from bullet impacts.r_drawmodeldecals “0” // Models decals (i.e. blood).r_eyes “0” // Disables eyes in models.r_lod “-1” // Different level of details on models. -1 = Variable at distance. 0 = None. 1 = Minor. 2 = Less minor.r_modellodscale “1.0” // The transitioning power of LOD.r_occlusion “0” // Enables the Model Occlusion system.r_propsmaxdist “100” // Max distance at which props are rendered.r_renderoverlayfragment “0”r_rootlod “2” // Base lod of the model in the memory.r_shadowmaxrendered “32” // Max shadows the game will render.r_shadowrendertotexture “1” // Rendered the shadow texture causing it to match the player model.r_shadows “1” // Enables shadows (Change be disabled for additional performance.)r_teeth “0” // Disables teeth in models.r_waterdrawreflection “0” // Disables the rendering of water reflections.r_waterforceexpensive “0” // Forces cheap water.gl_clear “1”props_break_max_pieces “0” // Disables prop fragmenting//_Set Materials vars_mat_antialias “0” // Disables the use of multisampling to smooth out edges.mat_bumpmap “0” // Disables bump mapping.mat_clipz “0” // Disables optimized Z-Buffer rendering.mat_compressedtextures “1” // Disables texture compression. Users with low amounts of system memory should turn this on.mat_disable_bloom “1” // Disables bloom effects.mat_hdr_enabled “0” // Disables HDR.mat_hdr_level “0” // Double Disables HDR.mat_mipmaptextures “1” // Enables the use of mipmapping to make textures look smooth.mat_monitorgamma “1.6” // Lower the number the brighter the screen. Only works in fullscreen.mat_picmip “2” // Changes the resolutions of textures when they’re loaded into memory. May improve FPS on graphics cards with low memory sizes.mat_reducefillrate “1” // Reduces the fillrate when the game is run in DXLevel 8.mat_specular “0” // Disables Specularity on objects.mat_trilinear “0” // Disables the use of Trilinear mipmapping.mat_wateroverlaysize “8” // Sets the resolution of water distortion. Must be multiple of 8.//_Set Violence vars_violence_ablood “1”violence_agibs “1”violence_hblood “1”violence_hgibs “1”//_Set HUD vars_hud_centerid “1” // Centers player IDsnet_graph “1” // Enables net_graph (Required in SS round)net_graphpos “2” // Adjusts netgraph position-set between 1 and 3.//_Set Misc settings_cl_downloadfilter “nosounds” // Disables annoying pub sound downloadsfps_max “301” // Caps framerate. Set to max monitor refresh rate + 1.jpeg_quality “100” // High quality screenshots//_Crosshair_cl_crosshairalpha “9999” //_Прозрачность прицела_//cl_crosshaircolor “5” // _Цвет прицела_//cl_crosshairusealpha “1” // _Включает непрозрачность (0 – 1)_//cl_crosshairsize “2” //_Устанавливает длину вертикальных и горизонтальных «рисочек» прицела. _//cl_crosshairthickness “1” //_Задает толщину «рисочек» прицела_//cl_crosshairspreadscale “0.2” //_Устанавливает размер «окошка» прицела_//cl_crosshaircolor_r “255” cl_crosshaircolor_g “255” cl_crosshaircolor_b “255” crosshair “1”cl_legacy_crosshair_recoil “0”cl_legacy_crosshair_scale “1”cl_dynamiccrosshair “0” // _Динамичный прицел_//cl_mouselook “1.7”cl_idealpitchscale “0.8”//_BuyBinds_bind kp_5 “buy smokegrenade”bind kp_home “buy m4a1″bind kp_rightarrow “buy deagle”bind kp_leftarrow “buy ak47″bind kp_end “buy vesthelm”bind kp_uparrow “buy awp”bind kp_downarrow “buy hegrenade”bind kp_pgdn “buy flashbang”bind kp_pgup “buy defuser”bind “h” “incrementvar mat_monitorgamma_tv_enabled 0 1 1″bind “j” “incrementvar mat_monitorgamma_tv_exp 4″//_GameBinds_bind “F5” upperchestvec alias “+ noset; alias vec cl_pitchspeed 10 630″bind “F6” hsshortvec alias “+ noset; alias vec cl_pitchspeed 10 752″bind “F7” hsmedshortvec alias “+ noset; alias vec cl_pitchspeed 10 730″bind “F8” hslongvec alias “+ noset; alias vec cl_pitchspeed 10 712″echo _Unpredictable’s Game config loaded

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