Does anyone have a sweet cs:s config that they want to link me i want to be a profeshonal. all the ones i googled were old zzzzz
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Does anyone have a sweet cs:s config that they want to link me i want to be a profeshonal. all the ones i googled were old zzzzz
bind "mouse1" "say im gay"
bind "mouse2" "say literally"
hth~
I'd give you my old cal one, but I lost it. Apart from that cfg, I suggest you get either the cevo or cal gui and set some buy binds. Also make sure mouse scroll up/down is jump, and not your spacebar, so you can bunny hop like a pro. :downs:Code://CEVO FPS Config
//----------------------
//Email all questions or concerns to MStevens@cevolved.com
//Re-name this config to "autoexec.cfg" to enable
clear
echo "***********************"
echo "CEVO FPS Configuration v1.3 loaded"
echo "http://www.cevolved.com"
echo "Email any questions or concerns to MStevens@cevolved.com"
echo "***********************"
//nades
bind "f" "use weapon_hegrenade"
bind "space" "use weapon_flashbang"
//Net settings
cl_lagcomp_errorcheck "0"
cl_lagcompensation "1"
cl_updaterate "101"
cl_interpolate "1"
cl_cmdrate "101"
cl_interp "0.01"
cl_smooth "1"
cl_smoothtime "0.01"
cl_resend "6"
net_graph "0"
cl_showfps "0"
rate "30000"
fps_max "72"
cl_pred_optimize "2"
net_maxfragments "1280"
cl_timeout "30"
cl_predictweapons "1"
//Ingame quality
jpeg_quality "100"
mat_monitorgamma "1.6"
mat_parallaxmap "0"
cl_allowdownload "0"
cl_allowupload "0"
cl_forcepreload "1"
cl_drawmonitors "0"
gl_clear "1"
texture_budget_background_alpha "999999999"
texture_budget_panel_height "0"
texture_budget_panel_width "0"
mat_forcehardwaresync "0"
r_maxdlights "32"
mat_colorcorrection "0"
mat_wateroverlaysize "1"
cl_show_splashes "0"
cl_detail_avoid_force "0"
cl_detail_avoid_radius "0"
cl_detail_avoid_recover_speed "0"
cl_detail_max_sway "0"
muzzleflash_light "0"
ai_expression_optimization "1"
mat_hdr_enabled "0"
r_maxnewsamples "0"
r_maxsampledist "0"
r_norefresh "0"
r_minnewsamples "0"
mat_hdr_level "0"
budget_peaks_window "0"
cl_wpn_sway_interp "0"
budget_show_peaks "0"
budget_averages_window "0"
budget_background_alpha "0"
budget_show_averages "0"
r_decal_cullsize "0"
r_shadows "1"
r_eyes "0"
r_eyeglintlodpixels "0"
r_eyesize "0"
r_eyeshift_z "0"
r_shadowrendertotexture "1"
flex_smooth "0"
r_lod_noupdate "1"
r_worldlightmin "0"
r_worldlights "0"
r_flex "0"
r_eyeshift_y "0"
r_worldlightmin "0"
mat_shadowstate "0"
r_worldlights "0"
r_eyeshift_x "0"
r_eyemove "0"
r_eyegloss "0"
r_teeth "0"
r_decals "0"
r_waterforceexpensive "0"
r_worldlightmin "0.0002"
r_waterforcereflectentities "0"
r_DoCovertTransitions "1"
r_fastzreject "-1"
r_waterforceexpensive "0"
r_worldlights "2"
r_PhysPropStaticLighting "0"
r_cheapwaterend "1"
r_cheapwaterstart "1"
r_updaterefracttexture "0"
r_WaterDrawReflection "0"
r_WaterDrawRefraction "0"
r_drawflecks "0"
r_dopixelvisibility "0"
r_renderoverlayfragment "0"
r_occlusion "0"
cl_logofile "0"
r_shadowmaxrendered "9"
r_rootlod "2"
r_lod "2"
r_drawbatchdecals "0"
cl_rumblescale "0"
cl_ejectbrass "0"
net_showevents "0"
r_spray_lifetime "1"
showhitlocation "1"
r_ambientboost "0"
r_ambientfactor "1"
r_waterdrawreflection "0"
r_waterforceexpensive "0"
r_ropetranslucent "0"
commentary_firstrun "0"
r_dynamic "0"
vprof_unaccounted_limit "0.3"
vprof_verbose "1"
vprof_graphheight "1"
vprof_graphwidth "1"
r_lightaverage "1"
lod_enable "1"
ai_report_task_timings_on_limit "0"
ai_think_limit_label "0"
cl_autohelp "0"
cl_c4progressbar "1"
hud_centerid "0"
npc_height_adjust "1"
scene_showfaceto "0"
scene_showlook "0"
scene_showmoveto "0"
blink_duration "0"
hud_fastswitch "1"
closecaption "0"
//Debug commands
mat_debug_postprocessing_effects "0"
mat_debugdepthmode "0"
mat_debugdepthval "128"
mat_debugdepthvalmax "256"
//Radar settings
cl_radartype "1"
cl_radaralpha "255"
cl_radartype "1"
cl_crosshairscale "500"
//Sound settings
snd_mixahead "0.1"
snd_async_fullyasync "0"
snd_digital_surround "1"
snd_noextraupdate "1"
suitvolume "0"
dsp_spatial "1"
dsp_speaker "50"
dsp_volume "2"
dsp_water "1"
cl_downloadfilter "nosounds"
snd_profile "0"
volume "1"
voice_scale "1"
voice_modenable "1"
voice_enable "1"
//These cvars will boost your fps dramaticly
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
//Ropes
rope_smooth_maxalphawidth "0"
rope_smooth_maxalpha "0"
rope_smooth_enlarge "0"
rope_wind_dist "0.01"
rope_subdiv "0"
rope_smooth_minwidth "0"
rope_smooth_minalpha "0"
rope_averagelight "0"
rope_smooth "0"
rope_shake "0"
rope_collide "0"
//Models
g_ragdoll_fadespeed "0"
g_ragdoll_important_maxcount "0"
g_ragdoll_lvfadespeed "0"
g_ragdoll_maxcount "1"
cl_ragdoll_physics_enable "1"
cl_ragdoll_collide "0"
cl_phys_props_max "50"
r_maxmodeldecal "0"
cl_minmodels "1"
cl_min_ct "1"
cl_min_t "1"
r_drawmodeldecals "0"
//Blood settings
violence_ablood "1"
violence_agibs "1"
violence_hblood "1"
violence_hgibs "1"
//Other
props_break_max_pieces "0"
datacachesize "64"
func_break_max_pieces "0"
props_break_max_pieces_perframe "0"
con_enable "1"
weapon_showproficiency "1"
cl_crosshairscale "1000"
ahaa. thats the one i was looking for, I just forgot what it was called :)
:cop:Quote:
ZBlock 4.4 Release
The latest version of Zblock, 4.4, is to be released any day now. This time however it is not going to be a simple update to enhance compatibility, but instead it will have a profound impact on the competitive game at large, claiming to fix many of the bugs that Valve themselves have ignored.
The mod has become essential for those that wish to play competitive CS:S, forcing file consistency, eradicating "texture" hacks, preventing exploitation of DX level bugs, and much more besides. This time round however head coder, J3di, has taken it upon himself to address the exploits in the game engine that have caused much frustration to the competitive scene for some time. Speaking in an exclusive interview on the German site Fragster, conducted by Cadred CS:S panelist Robert "Klex" Pinsler, he stated the following would be a thing of the past:
- Crouchbugging
- Bunnyhopping
- Silent Running
Responses from the initial testing have been very positive causing CS:S technical stalwart Loic 'RegnaM' PĂ©ron to remark:
"This is ridiculous! I've just discovered a new game. Actually, it feels different. Why? Simply because it's perfectly fixed."
Although it seems these changes will be welcomed en mass by the vast majority of the CS:S community, it is uncertain just how much this will impact on the dynamic of competitive play given that most of these exploits are enforced by strict rules. That said, it is one step closer to the glitch free game that players have craved since CS:S was released.
Original Article: http://www.cadred.org/News/Article/70660/
It took me so long to perfect my bunny hopping...
why the fuck would you want to disable water and decals and all that?
also, bunny hoping is for pussies who cant shoot.
awp awp awp.
im using the cevo gui its niiiiiiice :)
Blind heard you're pretty filthy at CSS, c/d?
:lobo:
c el_lobo.
c.
lets play :)