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-   -   i need someone to post the GC config file (http://www.fallenangelsx.com/forums/showthread.php?t=1881)

Shifty 02-08-2007 07:14 PM

i need someone to post the GC config file
 
skoob was the original person to give it to me id love a repost as it was in the old forums thanks

sWeepstar 02-09-2007 11:09 AM

Here's casey's config, what I use with a few mods. Copy into notepad and save as Autoexec.cfg and save under cfg folder in cstrike, make sure u save it as an "all files"

// Casey's Config v2 (CAL compliant)
// Updated for new season by CAL|Stone
// Updated 01/23/07 - Added misc settings section

//_Set Netcode vars_
cl_cmdrate
"101"
cl_interp
"0.01"
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 ejection
cl_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 serverplugins
cl_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_drawflecks 0
// Disables flecks (i.e. bullet holes).
r_drawmodeldecals "0"
// Models decals (i.e. blood).
r_dynamic "0"
// Disables dynamic lights.
r_eyes "0"
// Disables eyes in models.
r_lod "2"
// 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 "0"
// Disables the gl_clear convariable.
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 "0"
// 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 IDs
net_graph "3"
// 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 downloads
fps_max "101"
// Caps framerate. Set to max monitor refresh rate + 1.
jpeg_quality "100"
// High quality screenshots

clear
echo _Casey'
s Config v2 (CAL compliant) loaded_


skoob 02-26-2007 06:54 PM

you could pm me on irc..here is my beefy config-
its a mix of about three configs. some of the stuff in there is customized to me personally like crosshair size and color, so you'll probably want to change those.

Code:

ai_report_task_timings_on_limit 0
ai_think_limit_label 0

rate 30000
cl_smooth 0
cl_interp 0.01
cl_interp_npcs 0.01
cl_interpolate 1
cl_lagcomp_errorcheck 1
cl_lagcompensation 1
cl_phys_props_enable 0
cl_phys_props_max 0
cl_ragdoll_physics_enable 0
cl_showfps "0"
cl_ejectbrass 0
cl_forcepreload 1
cl_allowdownload 1
cl_allowupload 1
cl_autohelp 0
cl_autowepswitch 0
cl_backspeed 400
cl_class default
cl_drawshadowtexture 0
cl_ejectbrass 0
cl_forcepreload 1
cl_forwardspeed 400
cl_idealpitchscale 0.8
cl_lagcomp_errorcheck 1
cl_logofile "materials/vgui/logos/evil_bunny1.vtf"
cl_observercrosshair 1
cl_phys_props_enable 0
cl_phys_props_max 0
cl_radaralpha 200
cl_radartype 1
cl_showpluginmessages 1
cl_soundfile sound/player/jingle.wav
cl_spec_mode 3
cl_team default
cl_upspeed 320
cl_cmdrate 100
cl_updaterate 100

soundscape_flush
sv_forcepreload 1
cl_forcepreload 1
showhitlocation 1
budget_show_history 0
default_fov 90
fov 90
r_3dnow "1"
mat_picmip 2
mp_decals 50
r_decals 50
r_propsmaxdist 100
r_RainSplashPercentage 0
r_waterforceexpensive 0
rope_averagelight 0
rope_smooth 0
rope_subdiv 0
rope_wind_dist 0

net_graph 3

fps_max 100

m_customaccel 0
m_customaccel_exponent 1
m_customaccel_max 0
m_customaccel_scale 0.04
m_filter 0
m_forward 1
m_mouseaccel1 0
m_mouseaccel2 0
m_mousespeed 1
m_pitch 0.022
m_side 0.8
m_yaw 0.022

r_3dsky 0
r_DispUseStaticMeshes 0
r_aspectratio 0
r_decal_cullsize 1
r_decals 0
r_dispfullradius 2
r_drawlights 0
r_drawmodelstatsoverlaymax 1.5
r_drawmodelstatsoverlaymin 0.1
r_drawrain 0
r_drawropes 0
r_dynamic 0
r_eyegloss 0
r_eyemove 0
r_eyes 0
r_eyeshift_x 0
r_eyeshift_y 0
r_eyeshift_z 0
r_eyesize 0
r_lightaverage 0
r_lightinterp 0
r_lod 0
r_modellodscale 0.1
r_propsmaxdist 0
r_rainradius 0
r_rainsimulate 0
r_rainsplashpercentage 0
r_renderoverlayfragment 0
r_rootlod 1
r_shadows 1
r_teeth 0
r_worldlightmin 1
r_worldlights 1
r_avglight 0
r_mmx 1
r_sse 1
r_sse2 1

bot_traceview_extended 0

mat_bumpmap 0
mat_clipz 0
mat_fastnobump 1
mat_forcedynamic 0
mat_mipmaptextures 1
mat_specular 0
mat_bilinear 1
mat_trilinear 0
mat_bloom 0
mat_fastspecular 1

violence_ablood "1"
violence_agibs 1
violence_hblood "1"
violence_hgibs "1"

mp_decals 0

snd_pitchquality 1
snd_mixahead "0.1"
snd_mixvol player 2.0
snd_mixvol ambient 0
dsp_volume 1.0
adsp_debug 0
bgmvolume 1
soundscape_fadetime 9999

vprof_graphheight 256
vprof_graphwidth 512
vprof_unaccounted_limit 0.3
vprof_verbose 1

budget_show_history 0
closecaption 0
con_enable 1
crosshair 1
func_break_max_pieces 15
joystick 0
lookspring 0
lookstrafe 0
mp_decals 0
muzzleflash_light 1
npc_height_adjust 1

scene_showfaceto 0
scene_showlook 0
scene_showmoveto 0
spec_scoreboard 0
suitvolume 0.25
showhitlocation 1
fps_max 150

//Ray-Ban's Source Config
//Updated never

// _Set netcode settings_
// _adjusts hitboxes and netcode settings for optimal registration_
cl_cmdbackup 5
cl_cmdrate 101
cl_interp 0.01
cl_interpolate 1
cl_lagcomp_errorcheck 1
cl_lagcompensation 1
cl_updaterate 101
cl_smooth 1
rate 25000

// _Set graphics settings_
// _adjusts graphics settings to boost framerate_
cl_ejectbrass 0 // _disables shells flying out of guns_
cl_forcepreload 1
cl_phys_props_enable 0 // _disables trash and cans etc_
cl_phys_props_max 0 // _disables trash and cans etc_
cl_radartype 1 // _solid radar_
cl_ragdoll_physics_enable 0 // _disables dead animations and bodies_
fps_max 150 // _caps FPS_
mat_antialias 0 // _disables antialiasing_
mat_forceaniso 0
mat_bloomscale 0
mat_bumpmap 0 // _disables bumpmapping_
mat_clipz 1 // _disabled non visible object rendering_
mat_fastnobump 1 // _faster bump mapping_
mat_fastspecular 1 // _fast specular lighting_
mat_mipmaptextures 1 // _texture quality decreases with distance_
mat_hdr_enabled 0 // _disables high dynamic range lighting_
mat_picmip 0 // _lower texture quality--set between 0 and 4_
mat_reducefillrate 1 // _reduces shader fill rate_
mat_specular 0 // _disables specular lighting_
mat_vsync 0 // _disables vertical synchronization_
mp_decals 50 // _how many bullets etc will be shown_
r_avglight 0 // _disables average lighting_
r_decal_cullsize 2 // _lower texture quality at distance_
r_decals 0 // _disables player sprays_
r_drawdetailprops 0
r_drawflecks 0// _disables bullet impacts_
r_drawmodeldecals 0 // _disables decals on models_
r_dynamic 0
r_eyes 0 // _removes eyes from player models_
r_lightaverage 0 // _disables average lighting_
r_lightinterp 0
r_lod -5 // _adjusts model quality--set between -5 and 5_
r_propsmaxdist 100 // _lower object fading distance_
r_renderoverlayfragment 0
r_shadows 1 // _set to 0 to disable shadows (not recommended)_
r_teeth 0 // _removes teeth from player models_
rope_averagelight 0 // _disables average lighting on ropes_
rope_smooth 0 // _disables antialiasing on ropes_
rope_subdiv 0
rope_wind_dist 0 // _disables wind effects on ropes_

// _Set instruction sets_
// _verify processor support before enabling_
// r_3dnow 1
// r_mmx 1
// r_sse 1
// r_sse2 1

// _Set violence settings_
// _increases blood to help you see hits better_
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1

// _Other settings_
budget_show_history 0
cl_crosshairalpha 999
cl_crosshairusealpha 1
cl_crosshairscale 1000
jpeg_quality 100
sv_forcepreload 1
cl_minmodels 1
cl_min_ct 2
cl_min_t 3
snd_digital_surround 1
mat_monitorgamma 1.6
cl_lagcomp_errorcheck 0
cl_downloadfilter "nosounds"
mat_hdr_enable 0
mat_hdr_level 0

clear
echo "_Skoob's config loaded_"






|////////////////////////////////////////////////////////////////////|
|////////////////////////////////////////////////////////////////////|
|////////////////////////////////////////////////////////////////////|
|////////////////////////////////////////////////////////////////////|
|////////////////////////////////////////////////////////////////////|
|////////////////////////////////////////////////////////////////////|



//lakai's config. Parts of this config are taken from various players, each have their respective names mentioned.
//this config is meant for high end computers, maximizing FPS and registry. This config, because it is made for online play, causes poor registry on LAN.
 

//nox's shadow config
r_shadowmaxrendered "32"
r_shadowrendertotexture "1"
r_shadows "1"

//xperience's registry config
rate "25000" // Max bytes/sec recieved from the server
net_maxfragments "1280" // Max fragment bytes per packet
cl_resend "6" // Delay in seconds before the client will resend the 'connect' attempt
cl_cmdrate "100" // Max packets/sec sent to the server
cl_updaterate "100" // Number of packets requested by the server per sec
cl_allowdownload "0" // Client downloads customization files
cl_allowupload "0" // Client uploads customization files
cl_cmdbackup "2" // Number of packets sent to avoid loss
cl_smooth "1" // Enable player position correction
cl_smoothtime "0" // Smooth client's view after prediction error over this many seconds
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events
cl_lagcomp_errorcheck "1" // Checks for position errors
cl_interp "0.01" // Number of seconds the players positions are delayed (Euro CSP locked command)
cl_interp_all "1" // 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
cl_interpolate "1" // Smooths player positions
cl_predict "1" // Perform client side prediction. valve update 19. okt 2005: "cl_predict is now treated as a cheat"
cl_predictweapons "1" // Perform client side prediction of weapon effects
cl_timeout "30" // After this many seconds without receiving a packet from the server, the client will disconnect itself
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)

//Casey's config settings
// _adjusts graphics settings to boost framerate_
cl_ejectbrass 0 // _disables shells flying out of guns_
cl_forcepreload 1
cl_phys_props_enable 0 // _disables trash and cans etc_
cl_phys_props_max 0 // _disables trash and cans etc_
cl_radartype 1 // _solid radar_
cl_ragdoll_physics_enable 0 // _disables dead bodies_
cl_show_splashes 0 // _disables splashes when in water_
fps_max 150 // _caps FPS_
mat_antialias 0 // _disables antialiasing_
mat_forceaniso 0 // _disables ansiotropic filtering_
mat_bloomscale 0
mat_bumpmap 0 // _disables bumpmapping_
mat_clipz 0 // _lowers water quality_
mat_dxlevel 81
mat_fastnobump 1 // _faster bump mapping_
mat_fastspecular 1 // _fast specular lighting_
mat_mipmaptextures 1 // _texture quality decreases with distance_
mat_hdr_enabled 0 // _disables high dynamic range lighting_
mat_hdr_level 0 // _disables high dynamic range lighting_
mat_picmip 2 // _lower texture quality--set between 0 and 2_
mat_specular 0 // _disables specular lighting_
mat_trilinear 0 // _disables trilinear filtering_
mat_wateroverlaysize 16 // _lowers water quality_
mat_vsync 0 // _disables vertical synchronization_
mat_monitorgamma 1.6 // _monitor gamma brightness_
mat_hdr_enable 0 // _disables hdr_
mat_hdr_level 0 // _disables hdr_
mp_decals 2000 // _how many bullets etc will be shown_
muzzleflash_light 0 // _disables muzzleflash_
r_avglight 0 // _disables average lighting_
r_cheapwaterend 1 // _worse water rendering_
r_cheapwaterstart 1 // _worse water rendering_
r_decal_cullsize 2 // _lower texture quality at distance_
r_decals 2000 // _disables player sprays_
r_drawdetailprops 0
r_drawflecks 0// _disables bullet impacts_
r_drawmodeldecals 0 // _disables decals on models_
r_dynamic 0
r_eyes 0 // _removes eyes from player models_
r_lightaverage 0 // _disables average lighting_
r_lightinterp 0
r_lod -5 // _adjusts model quality--set between -5 and 5_
r_occlusion 0 // _disables occlusion--lowers image quality but gains FPS_
r_propsmaxdist 100 // _lower object fading distance_
r_renderoverlayfragment 0
r_rootlod 0 // _lower overall game detail level_
r_shadows 1 // _set to 0 to disable shadows (not recommended)_
r_teeth 0 // _removes teeth from player models_
r_waterforceexpensive 0 // _disables high-quality water_
rope_averagelight 0 // _disables average lighting on ropes_
rope_smooth 0 // _disables antialiasing on ropes_
rope_subdiv 0
rope_wind_dist 0 // _disables wind effects on ropes_


// _transfers load from CPU to GPU to boost performance_
r_3dnow 1
r_mmx 1
r_sse 1
r_sse2 1


// _corrects audio synchronization_
snd_mixahead // _adjust in intervals of .1 to reduce stuttering_


// _increases blood to help you see hits better_
violence_ablood 1
violence_agibs 1
violence_hblood 1
violence_hgibs 1


budget_show_history 0
cl_crosshairalpha 999
cl_crosshairscale 1050
cl_crosshairusealpha 1
jpeg_quality 100
sv_forcepreload 1
cl_minmodels 1
cl_min_ct 2
cl_min_t 3

//xperience's registry config
rate "25000" // Max bytes/sec recieved from the server
net_maxfragments "1280" // Max fragment bytes per packet
cl_resend "3" // Delay in seconds before the client will resend the 'connect' attempt
cl_cmdrate "100" // Max packets/sec sent to the server
cl_updaterate "102" // Number of packets requested by the server per sec
cl_allowdownload "0" // Client downloads customization files
cl_allowupload "0" // Client uploads customization files
cl_cmdbackup "1" // Number of packets sent to avoid loss
cl_smooth "0" // Enable player position correction
cl_smoothtime "0" // Smooth client's view after prediction error over this many seconds
cl_lagcompensation "1" // Perform server side lag compensation of weapon firing events
cl_lagcomp_errorcheck "1" // Checks for position errors
cl_interp "0.01" // Number of seconds the players positions are delayed (Euro CSP locked command)
cl_interp_all "1" // 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
cl_interpolate "1" // Smooths player positions
cl_predict "1" // Perform client side prediction. valve update 19. okt 2005: "cl_predict is now treated as a cheat"
cl_predictweapons "1" // Perform client side prediction of weapon effects
cl_timeout "30" // After this many seconds without receiving a packet from the server, the client will disconnect itself
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_restrict_server_commands 0
echo "lakai's config executed."


sWeepstar 02-27-2007 01:04 PM

hmm I'm going to have to try those out.

blood 02-27-2007 01:38 PM

by beefy you mean peice of shit? it has the same cvars re-loaded many times...

you fail at life.

skoob 02-27-2007 09:55 PM

Quote:

Originally Posted by blood
by beefy you mean peice of shit? it has the same cvars re-loaded many times...

you fail at life.


like i said, i took a couple configs and put them together.

each one adds something different and i'm to lazy to take out doubles.

so go fuck yourself and don't use it. you suck anyway

p.s. every1 that uses it you're welcome

Shifty 02-28-2007 06:51 PM

yo skoob i like it but i wanted the gc one (gc was the file name) the only thing i really dont like is that it doesnt have key binds like in the gc one f got my flashes out and q got my nades how do i write that line of code to do that and if anyone has the gc file kicking around id love to have it because i hate it when bodies dissapear thanks

CoreyvsWorld 03-01-2007 03:17 PM

Quote:

Originally Posted by skoob
like i said, i took a couple configs and put them together.

each one adds something different and i'm to lazy to take out doubles.

so go fuck yourself and don't use it. you suck anyway

p.s. every1 that uses it you're welcome


lol i love you skoob

Shifty 03-04-2007 04:34 PM

Quote:

Originally Posted by Shifty
yo skoob i like it but i wanted the gc one (gc was the file name) the only thing i really dont like is that it doesnt have key binds like in the gc one f got my flashes out and q got my nades how do i write that line of code to do that and if anyone has the gc file kicking around id love to have it because i hate it when bodies dissapear thanks

....

skoob 03-06-2007 09:56 PM

never heard of the gc one you're talking about and i don't use those alias's..

best bet is to either google something with the word alias and source keybinds in it and whatever else you're looking for.

next time i'm on the forums if u don't post back u found it i'll look for you, too tired right now.

if u want to turn dead body's on, change cl_ragdoll_physics_enable 0 to 1


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