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[+35]ungamed
[+35] Soldier

Denmark
188 indl�g

Skrevet - 10 May 2010 :  14:06:15  Vis profil  Bes�g [+35]ungamed's hjemmeside  Klik for at se [+35]ungamed's MSN Messenger adresse  Svar med Quote
Hej,
jeg har rodet med min cfg i lang tid og er blevet rimelig tilfreds med den efterhånden.

Jeg har knoklet for at finde ud af hvad de forskellige ting gør og dokumenteret det.

Så den vil jeg selvfølgelig dele med jer andre.

Den er optimeret til min maskine:
AMD 3ghz dual ting,
4 Gb ram,
XFX Geforce 8800 Ultra.

Men ellers er den (forhåbentligt) til at forstå så du kan tage det du kan bruge og smide i din egen.

// Ungamed CS:S CFG v. 1.0
// *********************************************************
// Startup parms:
// -console -refresh 120 -heapsize 1048576 -high -noforcemaccel -noforcemparms -noipx -nojoy
// *********************************************************


// Aliases
// Select Pistol
// *********************************************************
alias qpist "use weapon_deagle; use weapon_usp; use weapon_glock; use weapon_p228; use weapon_elite; use weapon_fiveseven"


// Select Rifle
// *********************************************************
alias qriff "use weapon_ak47 ;use weapon_aug;use weapon_g3sg1 ;use weapon_m249 ;use weapon_m4a1 ;use weapon_m3 ;use weapon_mac10 ;use weapon_mp5navy ;use weapon_p90 ;use weapon_scout ;use weapon_sg552 ;use weapon_sg550 ;use weapon_ump45 ;use weapon_tmp;use weapon_xm1014;use weapon_awp;use weapon_galil;use weapon_famas"

// Scoreboard +net_Graph and show timeleft on release.
// UPDATE: Jeg har fjernet timeleft; da den direkte i consollen foresager kick af serversecurity
// *********************************************************
alias +taboo		"+showscores; net_graph 3"
alias -taboo		"-showscores; net_graph 0;"


// Buy Aliases (shortcuts for buying weapons/equipment)
// *********************************************************
alias "awp"		"buy awp"
alias "colt" 	"buy m4a1"
alias "ak" 		"buy ak47"
alias "mp5" 	"buy mp5navy"
alias "deagle" 	"buy deagle"
alias "elite"	"buy elite"
alias "defuse" 	"buy defuser"
alias "vest" 	"buy vest"
alias "vhelm" 	"buy vesthelm"
alias "hegde" 	"buy hegrenade"
alias "fbng" 	"buy flashbang"
alias "sgnde" 	"buy smokegrenade"


alias "nades"	"hegde;fbng;fbng;sgnde;"
alias "equip"	"defuse;vhelm;vest;"

alias "stdbuy"	"equip; nades;"

alias "awset"	"awp;elite;stdbuy;"
alias "stdset"	"colt;ak;deagle;stdbuy;"


// Jump/duck script
// *********************************************************
alias +cjump 		"+jump; +duck;"
alias -cjump 		"-duck; -jump;"

// CPU Settings (According to somewhere, these are autodetected and enabled if the cpu supports them)
// *********************************************************
r_3dnow 					"1"			// AMD only
r_mmx 						"1"				
r_sse 						"1"				
r_sse2 						"1"				


// Network settings
// *********************************************************
rate 						"100000"	// network settings from inCre's cfg.
cl_cmdrate					"101"		// Max packets/sec sent to the server
cl_updaterate				"101"		// Number of packets/sec requested from the server
cl_interpolate				"1"			// Smooths player positions
cl_interp					"0"			// Number of seconds the players positions are delayed
cl_interp_all 				"0"			// Disable all interpolate optimizations. When set to 0 the optimisation is run and only the set of entities that need interpolation are considered. When set to 1 (or any non zero value) the old behaviour is run, where every entity the client knows about is considered for interpolation
sv_forcepreload 			"1"  		// default 0 	Loadtime will inc, on-fly rendering dec. Fps boost
cl_lagcompensation 			"1"			// Perform server side lag compensation of weapon firing events
cl_lagcomp_errorcheck 		"1" 		// Checks for position errors
cl_timeout 					"30"   		// Inactivity time before the client times out
cl_smooth 					"1"   		// Enable player position correction
cl_smoothtime				"0.01"		// Smooth client's view after prediction error over this many seconds
cl_predictweapons 			"0"  		// Perform client side prediction of weapon effects (looks like no recoil if this is on, but only looks)
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)
sv_unlag 					"1"   		// Unlag feature
net_maxfragments 			"1280"  	// Max fragment bytes per packet


// Crosshair settings
// *********************************************************
crosshair "1"
cl_dynamiccrosshair			"0"			// static crosshair that doesnt change when moving.
cl_crosshairscale			"2000"		// small crosshair (but visible with my crappy eyes)
cl_crosshaircolor 			"4"			// Crosshair color: 0 = green, 1 = red, 2 = blue, 3 = yellow, 4 = cyan
cl_scalecrosshair 			"1"			// Enable crosshairscale
cl_crosshairalpha 			"255"		// Solid crosshair (no transperancy) value: 0 - 255
cl_crosshairusealpha 		"1"			// Use alphavalue
cl_observercrosshair 		"1"			// Enable crosshair when observing


// Personal Preferences
// *********************************************************
	//Logitech extra button setup
		bind "i" 			"qpist"		// select pistol
		bind "o" 			"slot3"		// select knife
		bind "l" 			"use weapon_hegrenade"		// select HE
	//Personal not standart binds:
		bind "TAB" 			"+taboo"
		bind "SPACE" 		"+duck"
		bind "MOUSE2" 		"+cjump"
		bind "MOUSE3" 		"qriff" 	//select riffle
		bind "MOUSE4" 		"+attack2"
		bind "KP_DEL"		"cl_crosshaircolor 1" // Red
		bind "KP_INS"		"cl_crosshaircolor 4" // Cyan
		bind "CTRL"			"+voicerecord"
		bind "KP_END"		"stdset"	// buy standart
		bind "KP_DOWNARROW"	"awset"		// buy awp setup
		bind "KP_PGDN"		"nades"		// buy nades

name 						"ungamed"
cl_logofile 				"materials/vgui/logos/sprayLR.vtf"
fps_max 					"121"		// max fps to render
budget_show_history 		"0"         // default 1	Disables history graph.
cl_downloadfilter 			"all" 		// Filter types are: all, none, and nosounds
con_enable 					"1"			// enable developer console
cl_allowdownload 			"1"			// allow downloads (custom spray tags)
cl_minmodels 				"1"			// only one model per team
cl_min_ct 					"4"			// Sets the CT model skin with minmodels enabled. 1=Seal_Team_6 2=GSG_9 3=SAS 4=GIGN
cl_min_t 					"4"			// Sets the T model skin with minmodels enabled. 1=Phoenix_Connexion 2=Elite_Crew 3=Arctic_Avengers 4=Guerilla_Warfare
cl_ragdoll_physics_enable 	"1"			// Enable ragdolls (just for looks)
cl_ragdoll_collide 			"0"			// to prevent error on clipping (see http://developer.valvesoftware.com/wiki/Cl_ragdoll_collide)
jpeg_quality 				"100" 		// best quality screenshot
showhitlocation 			"1"  		// default 0
cl_c4dynamiclight 			"1"			// more visible bomb
cl_resend 					"1.5" 		// default 6	Delay in seconds before the client will resend the 'connect' attempt 
cl_buy_favorite_quiet 		"0"			
cl_buy_favorite_nowarn 		"0"


// Mouse Settings
// *********************************************************
cl_mouselook				"1"			// Enable mouselook-around
sensitivity					"1"			// mouse sensitivity (to 1 because I use 1800 dpi mouse)
zoom_sensitivity_ratio		"1.1"		// scale sensitivity when zooming
m_customaccel 				"0"			// Custom mouse acceleration (0 disable, 1 to enable, 2 enable with yaw/pitch)
m_customaccel_scale 		"0.00"		// Custom mouse acceleration value
m_customaccel_max 			"0"			// Max mouse move scale factor, 0 for no limit
m_customaccel_exponent 		"0"			// Mouse move is raised to this power before being scaled by scale factor
m_mouseaccel1 				"0"			// Windows mouse acceleration initial threshold
m_mouseaccel2 				"0"			// Windows mouse acceleration secondary threshold
m_mousespeed 				"1"			// Windows mouse speed factor (range 1 to 20)
m_yaw 						"0.022"		// Mouse yaw factor
m_pitch 					"0.022"		// Mouse pitch factor
m_filter 					"0"			// Mouse side factor
m_forward 					"1"			// Mouse forward factor


// HUD Settings
// *********************************************************
cl_radartype 				"1" 		// Enables solid radar
cl_locationalpha 			"255"		// Player visibility on radar (0=min 255=max)
cl_radaralpha 				"255"		// (def. "200") min. 0.000000 max. 255.000000
cl_radar_locked 			"0"			// Lock radar to preset position
cl_autohelp 				"0"			// Enable autohelp
cl_c4progressbar 			"1"			// Enables progressbar when defusing c4
cl_righthand 				"1"			// Use right-hand view models
cl_showfps 					"2"			// Draw fps meter at top of screen (1 = fps, 2 = smooth fps)
cl_showtextmsg 				"1"			// Enables text messages printing on the screen
con_notifytime 				"8"			// How long to display recent console text to the upper part of the game window
hud_centerid 				"1"			// Center player id
hud_deathnotice_time 		"6"  		// Sets how long death messages remain onscreen
hud_drawhistory_time 		"5"			// Sets how long messages remain onscreen
hud_saytext_time 			"12"		// Sets how long chat messages remain onscreen
hud_showtargetid 			"1"			// Shows target id when pointed at with cursor
hud_fastswitch 				"1"			// Quick weapon selection
overview_locked 			"0"			// Locks map angles so the map does not follow your point of view angle (off or on)
overview_tracks 			"0"			// Shows player tracks in map overview (off or on)
overview_preferred_mode 	"1"			// Determines preferred overview mode while in spectator mode (off, mini-map, full map)
overview_names 				"1"			// Shows player name in map overview (off or on)
overview_alpha 				"1"			// Determines how visible the overview map is (1 = 100%)
overview_health 			"1"			// Show player health in map overview
cl_autowepswitch 			"0"			// Automatic switch to better guns when picked up


// Graphics optimization best looks with high fps (for my computer)
// *********************************************************
cl_drawmonitors 			"0"			// Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass 				"0"			// If set to 1, weapons eject shells as they fire. (in heavy combat this can really take some fps)
cl_forcepreload 			"1"			// If set to 1 forces all information to preload, reducing loading pauses and stuttering by not loading information on the fly.		
cl_predictweapons 			"1"			// Perform client side prediction of weapon effects
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_phys_props_max 			"50"		// Maximum clientside physic props
r_DoCovertTransitions 		"0"			// I have no Idea what this does but it's set to 1 in low-End systems (fps boost)
r_decals 					"50"		// Specifies the maximum number of decals visible at the same time		
r_decal_cullsize 			"0"			// makes decals appear from any distance
r_dopixelvisibility 		"0"			// Apparently setting this to 0 fixes a DX7 light-related bug
r_drawbatchdecals 			"1"			// Render decals batched.
r_drawflecks 				"1" 		// Sparks and dirt from bullet impacts. (0 to disable)
r_drawmodeldecals 			"1"			// Enables rendering of blood spatter on players and npcs.
r_dynamic 					"1"			// Dynamic lighting.
r_eyes 						"1"			// Draw eyes on models
r_flex 						"1"			// Enables faceposing
r_lightaverage 				"1"			// Enables avg. lighting on objects.
r_3dsky 					"0"			// Render the 3D skybox projection
r_lod 						"-1" 		// Determines the rate at which level of detail (lod) is stripped from objects as they recede away from the player. The lower the value, the more detail remains visible on objects as they progress into the distance, reducing performance but increasing image quality
r_maxdlights 				"32"		// Maximum dynamic lights to render
r_occlusion 				"1"			// Enable occlusion, better image quality, lower perfomance.
r_renderoverlayfragment 	"1"			// Enables rendering of surface decals such as graffiti and cracked mud paths.
r_rootlod 					"0"			// lod 0 - 2 0=looks, 2=speed
r_shadows 					"1"			// Enables shadows
r_shadowmaxrendered			"1"			// Max shadows to render
r_shadowrendertotexture 	"1"			// Use render-to-texture technique for nice shadows.
r_teeth 					"0"			// dont draw model teeth
r_waterforceexpensive 		"0"			// Disable high quality water
r_waterdrawreflection 		"0"			// Disable reflections in water.
r_worldlights 				"2"			// number of world lights to use per vertex.
r_worldlightmin 			"0.0002"	// I assume that this is the smallest value the vertext lighting will use.
func_break_max_pieces 		"15"		// Apparently this should give more gibs(??) (values: 0 - 15)
gl_clear 					"0"			// makes cracks between textures visible when "1" 	
mp_decals 					"50"		// Lower this setting for faster disappearance of sprays explosions etc				
props_break_max_pieces 		"0"			// Disables prop fragmentation
props_break_max_pieces_perframe "0"		// same as above
texture_budget_background_alpha "250"	// How translucent the budget panel is
texture_budget_panel_height "0"			// Height of the budget panel
texture_budget_panel_width 	"0"			// Width of the budget panel
r_fastzreject 				"1"  		// If set to 1 activates a fast z-setting algorithm which takes advantage of hardware fast z reject for improved performance. If set to -1 detects your default hardware setting for this option. Initially this should be set to 1, and if you see any problems then set to -1

// Voice Settings
// *********************************************************
voice_enable 				"1"			// Enable voice communication
voice_scale 				"1.5"		// (1-5) voice will be 1.5 x the volume of the ingame volume			
voice_modenable 			"1"			// Enable voice in this mod.

// Gibs
// *********************************************************
violence_agibs 				"1"			// Enable alien gibs
violence_hgibs 				"1"			// Enable human gibs
violence_hblood 			"1"			// Enable human blood
violence_ablood 			"1"			// Enable alien blood


// Sound
// *********************************************************
volume 						"0.4"		// Sets the volume
bgmvolume 					"0"			// CD sound playback volume
snd_profile 				"0"			// If set to 1, shows dsp usage stats in the console
snd_mixahead 				"0.1"		// Mixes sound ahead to reduce stuttering. Set between 0 and 1, the higher the value the less stuttering and more synchronized sound will be, but performance may be reduced. A value of 0.5 to 0.7 will help reduce stuttering in the game. If you experience no stuttering, lower this value to gain some performance
snd_async_fullyasync 		"0"			// If set to 1, sound may go out of synch with actions but you will experience reduced loading pauses and stuttering. Usually best left disabled
snd_musicvolume 			"0.000000"	// Music volume
dsp_volume 					"2"			// Max = 2. Determines the volume of the background dsp effects. If the volume is increased, the impact of dsp enhancement will be exaggerated with no performance impact
dsp_enhance_stereo 			"1"			// If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit


// Rope settings
// *********************************************************
rope_averagelight 			"0"			// Disable avg. lighting on ropes.
rope_collide 				"0"			// Disable collision detection on ropes
rope_shake 					"0"			// Disable wind shakes
rope_smooth 				"0"			// Disable smoothness
rope_smooth_minwidth 		"0"			// Disable smoothness
rope_smooth_minalpha 		"0"			// Disable smoothness
rope_smooth_maxalphawidth 	"0"			// Disable smoothness
rope_smooth_maxalpha 		"0"			// Disable smoothness
rope_smooth_enlarge 		"0"			// Disable smoothness
rope_subdiv 				"0"			// Disable subdivision
rope_wind_dist 				"0.01"		// Disable wind factor


// Material optimization best looks with high fps (for my computer)
// *********************************************************
mat_forcemanagedtextureintohardware "1" // If set to 1, attempts to force texture information into your Video RAM at the start of a level, alleviating any stuttering in the game. Note, this setting was introduced with the "stutter fix" patch (See Patches Mods & Steam section for details). Also note that from feedback and in my experience this setting can reduce FPS by up to 50%. Setting this variable to 0 may improve performance on some machines
mat_antialias 					"8"		// Level of antialiasing (0/2/4/6/8)
mat_aaquality					"2"		// mat_antialias set to 8 and mat_aaquality set to 2 will = 16xQCSAA 
mat_reducefillrate 				"0"		// 1: speed, 0: looks
mat_forceaniso					"16"	// Anisotropic filtering: 0/2/4/8/16
mat_trilinear					"1"		// Trilinear buffer
mat_disable_bloom 				"0"		// Dont disable bloom effect	
mat_bloomscale 					"4" 	// To increase brightness (costs fps)
mat_bumpmap 					"1"		// Enable bumpmapping
mat_clipz 						"1"		// Disabled non visible object rendering (z-buffer clipping)
mat_colorcorrection 			"0"		// disable color correction
mat_compressedtextures 			"1"		// Use compressed textures
mat_debug_postprocessing_effects	"0"	// Disable debugging of postprocessing effects
mat_debugdepthmode 				"0"		// Disable debugging		
mat_debugdepthval 				"128"	// Disable debugging
mat_debugdepthvalmax 			"256"	// Disable debugging
mat_filterlightmaps 			"1"		// If set to 1, static lightmaps are rendered correctly. If set to 0, all areas of pre-rendered lighting will be blocky and unrealistic, but performance will be improved slightly at the cost of realism
mat_forcehardwaresync 			"0"		// Dont force v-sync
mat_hdr_enabled 				"0"		// Disable hdr
mat_hdr_level					"0"		// Disable hdr
mat_parallaxmap 				"1"		// Enable parallax mapping (like bumpmap, just better)
mat_picmip 						"-10"	// speed: 0 looks: -10
mat_specular 					"1"		// Enable specular lighting
mat_vsync						"0"		// Disable v-sync
mat_monitorgamma				"1.6"	// Set brightness to max
mat_fastnobump					"0"		// Dont flatten every surface
mat_fastspecular				"0"		// Dont use fast specular lighting algorithm (looks uncool)


//	Finish
// *********************************************************
snd_flushasync;							// Flush sound buffer
clear;									// Clear the console
echo "Ungamed's config loaded...";		// Print some crap :)


Mvh,
Thomas.

Rettet af - [+35]ungamed @ 15 Jun 2010 08:48:10
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