Welcome to the eSports 101 Config forum! Here is how we do it. I'll post the first one. Its an old favorite titled "Casey's Config" ----------------------------------- // 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 "-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 "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.
Welcome and Casey's CFG
-----------------------------------
// 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 "-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 "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_
And is this a 1.6 config?
If its not can someone link me to a good one? my rates are really screwed up
thx
i wanted a config with setting... or rather made for this setting...
crosshair large and cl_dynamic 1
plzz post here configss.. thnxxzz..
thn lets frag
cl_interp "0.01"
cl_interpolate "1"
cant someone explain 'em to me?
and shouldn't cl_interp be "0.00" ??
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