JFM Skrevet 2. desember 2007 Skrevet 2. desember 2007 (endret) Hei Fikk configgen til en kompis. Denne skal jeg bruke for å få opp fps. Det virker bra. Men jeg vil forandre fargen på linja som viser, HP, armor Ammo osv. Vil at den skal være blå. Hvordan ordner jeg det? CFG i skjult tekst: alias "live" "exec live"; name "Brelett" bind "F10" "fragz" bind "p" "say rank" bind "i" "say_team I need drop" bind "j" "say_team I can drop" cl_restrict_server_commands "0" // Prevent servers from changing client commands. keep disabled to be able to play on servers with cvar check plugins (Default=1) // # ___ // # <_*_> // # (o o) //<=------8---(_)--Ooo-----=> //<=--------Net&fps--------=> //<=-----------------------=> fps_max "101" // Set maximum amount of frames per second. Should be equal to monitor refresh rate rate "25000" // Max bytes/sec recieved from the server net_graph "3" // Show net graph net_graphpos "2" // Positions net graph net_maxfragments "1280" // Max fragment bytes per packet cl_resend "6" // Delay in seconds before the client will resend the 'connect' attempt cl_cmdrate "101" // Max packets/sec sent to the server cl_updaterate "101" // Number of packets requested by the server per sec cl_allowdownload "0" // Client downloads customization files cl_allowupload "0" // Client uploads customization files cl_smooth "1" // Enable player position correction (Default=1) cl_smoothtime "0.1" // 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 "0" // Checks for position errors cl_interpolate "1" // Smooths player positions cl_interp_ratio "1" // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate) (Default=1) 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 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) // |"| // _|_|_ // (o o) //<=-----ooO--(_)--Ooo-----=> //<=--------Console--------=> //<=-----------------------=> con_enable "1" // Enable console "bind""F3""toggleconsole" "bind""/""toggleconsole" "bind""\""toggleconsole" // | // |.===. // {}o o{} //<=-----ooO--(_)--Ooo-----=> //<=---------Sound---------=> //<=-----------------------=> volume "0.3" // 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 "0" // If set to 1 enhances the stereo effect, making sound richer and more atmospheric for a slight performance hit voice_enable "0" // (Default=1) voice_scale "0" // (Default=1) cl_downloadfilter "nosounds" // Disable downloading of sounds when connecting to a server // ,,,,, // /(o o)\ //<=-----ooO--(_)--Ooo-----=> //<=------Screenshots------=> //<=-----------------------=> jpeg_quality "100" // jpeg screenshot quality bind "F11" "jpeg" // ! // ` _ _ ' // - (OXO) - //<=-----ooO--(_)--Ooo-----=> //<=-------Crosshair-------=> //<=-----------------------=> crosshair "1" // Enable crosshair cl_crosshaircolor "0" // Crosshair color: 0 = green, 1 = red, 2 = blue, 3 = yellow, 4 = cyan cl_scalecrosshair "1" // Enable crosshairscale cl_dynamiccrosshair "0" // Enable dynamic crosshair cl_crosshairusealpha "1" // Solid crosshair cl_crosshairalpha "250" // Solid crosshair cl_crosshairscale "1350" // Adjust crosshairsize cl_observercrosshair "1" // Show playernames and crosshair when spectating // ()_() // (o o) //<=-----ooO-->o<--Ooo-----=> //<=---------Mouse---------=> //<=-----------------------=> sensitivity "2" // Set mouse sensitivity zoom_sensitivity_ratio "1.2" // Set mouse sensitivity when in zoom (Default=1) 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 // ___ // .|||. // (o o) //<=-----ooO--(_)--Ooo-----=> //<=----------Hud----------=> //<=-----------------------=> 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 "0" // 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 "0" // 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 // ___ // /\#/\ // /(o o)\ //<=-----ooO--(_)--Ooo-----=> //<=-------Keyboard--------=> //<=-----------------------=> nbind "PAUSE" bind "TAB" "+showscores" bind "ESCAPE" "cancelselect" bind "SPACE" "+jump" bind "g" "drop" bind "MOUSE1" "+attack" bind "MOUSE2" "+attack2" bind "MOUSE5" "lastinv" bind "MWHEELUP" "invprev" bind "MWHEELDOWN" "invnext" bind "0" "slot10" bind "1" "slot1" bind "2" "slot2" bind "3" "slot3" bind "4" "slot4" bind "5" "slot5" bind "6" "slot6" bind "7" "slot7" bind "8" "slot8" bind "9" "slot9" bind "a" "+moveleft" bind "b" "buymenu" bind "d" "+moveright" bind "mouse5" "lastinv" bind "e" "+use" bind "m" "chooseteam" bind "r" "+reload" bind "s" "+back" bind "w" "+forward" bind "SHIFT" "+duck" bind "CTRL" "+speed bind "ENTER" "attack" bind "o" buyequip // ( ( ( // '. ___ .' // ' (> <) ' //<=-----ooO--(_)--Ooo-----=> //<=-------Buyscript-------=> //<=-----------------------=> bind "," "buyammo1" bind "." "buyammo2" bind "KP_HOME" "buy flashbang" bind "KP_UPARROW" "buy hegrenade" bind "KP_PGUP" "buy smokegrenade" bind "KP_LEFTARROW" "buy defuser" bind "KP_5" "buy deagle" bind "KP_RIGHTARROW" "buy vest; buy vesthelm" bind "v" "buy vest" bind "KP_ENTER" "buy vest" bind "KP_END" "buy m4a1; buy ak47" bind "KP_DOWNARROW" "buy awp" bind "KP_PGDN" "buy galil; buy famas" // ___ // /_\ `* // (o o) //<=-----ooO--(_)--Ooo-----=> //<=------Demoscript-------=> //<=-----------------------=> bind "F5" "demoui" bind "F6" "recorddemo" alias "recorddemo" "demo01on" alias demo01on "record demo01; alias recorddemo demo01off" alias demo02on "record demo02; alias recorddemo demo02off" alias demo03on "record demo03; alias recorddemo demo03off" alias demo04on "record demo04; alias recorddemo demo04off" alias demo05on "record demo05; alias recorddemo demo05off" alias demo06on "record demo06; alias recorddemo demo06off" alias demo07on "record demo07; alias recorddemo demo07off" alias demo08on "record demo08; alias recorddemo demo08off" alias demo09on "record demo09; alias recorddemo demo09off" alias demo10on "record demo10; alias recorddemo demo10off" alias demo01off "stop; alias recorddemo demo02on" alias demo02off "stop; alias recorddemo demo03on" alias demo03off "stop; alias recorddemo demo04on" alias demo04off "stop; alias recorddemo demo05on" alias demo05off "stop; alias recorddemo demo06on" alias demo06off "stop; alias recorddemo demo07on" alias demo07off "stop; alias recorddemo demo08on" alias demo08off "stop; alias recorddemo demo09on" alias demo09off "stop; alias recorddemo demo10on" alias demo10off "stop; alias recorddemo demo01on" // ((__)) // (00) //<=-----nn--(o__o)--nn----=> //<=--------Graphics-------=> //<=-----------------------=> lod_enable "1" // If set to 1, allows the level of detail (lod) of objects to be gradually reduced the further they are from the player. This should be set to 1 for optimal performance, or 0 for maximum image quality lod_transitiondist "100" // The distance at which the lod is reduced on objects. The higher this range, the lower your performance but the better distant objects will appear mp_decals "0" // Maximum number of decals visible, as in bloodsprays, bulletholes etc r_3dsky "0" // 3 dimentional skybox r_occlusion "0" // Disable/Enable occlusion. If disabled lowers image quality but gains FPS r_decals "0" // Specifies the maximum number of decals visible at any one time (0 removes player sprays) r_decal_cullsize "0" // makes decals appear from any distance r_renderoverlayfragment "0" // Removes useless adition to texture. Like flags, posters and tekst on walls r_drawflecks "1" // If set to 1, small chunks of rubble and dirt will be thrown up around bullet impact points. If set to 0, these 'flecks' will be disabled, reducing realism but improving performance cl_logofile "0" // Disable spraylogos cl_ejectbrass "0" // If set to 1, weapons eject shells as they fire. If set to 0 they don't, which can improve performance especially during heavy combat cl_phys_props_max "0" // Maximum clientside physic props rope_smooth "1" // Enable antialiasing effect on ropes rope_smooth_enlarge "99" // How much to enlarge ropes in screen space for antialiasing effect rope_wind_dist "0" // Disable wind effects on ropes rope_shake "0" // mat_trilinear "0" // Disable/Enable trilinear filtering mat_reducefillrate "1" // Reduces shader fill rate mat_clipz "1" // Disable non visible object rendering mat_picmip "2" // Level of detail on textures mat_compressedtextures "1" // Uses compressed textures for optimal performanceprocess mat_vsync "0" // Syncronize frames per second to monitor refresh rate mat_antialias "0" // Disables antialias mat_fastnobump "1" // If set to 1, floor textures have all bump mapping removed and will appear flat and smooth mat_bumpmap "0" // Disables bumpmapping mat_forceaniso "0" // budget_show_history "0" // Turn history graph off and on. good to turn off on low end // ... // o,*,(o o) // 8(o o)(_)Ooo //<=-----ooO-(_)---Ooo-----=> //<=---------Models--------=> //<=-----------------------=> cl_minmodels "1" // Uses one player model for each team cl_min_ct "2" // Sets the CT model skin with minmodels enabled. 1=Seal_Team_6 2=GSG_9 3=SAS 4=GIGN cl_min_t "3" // Sets the T model skin with minmodels enabled. 1=Phoenix_Connexion 2=Elite_Crew 3=Arctic_Avengers 4=Guerilla_Warfare cl_ragdoll_physics_enable "0" // Turns on ragdoll when a model gets killed. When turned off the model will disapear in thin air instead cl_ragdoll_collide "0" // Turns on the possibility of dying models to stack ontop of eachother r_drawmodeldecals "0" // Show blood on models. This command made me crash when enabled together with r_rootlod "7" and r_lod "5". This happened only when I was shooting at someone r_maxmodeldecal "0" // If r_drawmodeldecals is enabled, this number determines the maximum number of decals which can be drawn on a model. The higher the setting the greater the performance impact when firing at models r_rootlod "-1" // Model detail. Max detail = 0. Minimum detail = 7 r_lod "0" // 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_modellodscale "0.1" // This setting is not the same as the Model Detail setting under the in-game options. You can use this value to fine tune model details, with values below 1 reducing the model details, improving performance at the cost of realism r_eyeglintlodpixels "0" // Removes eyes graphic on playermodels r_eyegloss "0" // Removes eyes graphic on playermodels r_eyemove "0" // Removes eyes graphic on playermodels r_eyeshift_x "0" // Removes eyes graphic on playermodels r_eyeshift_y "0" // Removes eyes graphic on playermodels r_eyeshift_z "0" // Removes eyes graphic on playermodels r_eyesize "0" // Removes eyes graphic on playermodels r_eyes "0" // Removes eyes graphic on playermodels r_teeth "0" // Removes teeth graphic on playermodels // . // ,-_-| // ([o o]) //<=-----ooO--(_)--Ooo-----=> //<=---------Water---------=> //<=-----------------------=> mat_wateroverlaysize "16" // Lowers water quality r_cheapwaterend "1" // Worse water rendering r_cheapwaterstart "1" // Worse water rendering r_waterforcereflectentities "0" // Disables water reflection r_waterforceexpensive "0" // Disables water reflection r_WaterDrawReflection "0" // If set to 0, disables all reflections on top of water. This will boost performance at the cost of realism however you may experience graphical anomalies on the water r_WaterDrawRefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water cl_show_splashes "0" // Disables water splashes // ___ // .'_#_`. // |[o o]| //<=-----ooO--(_)--Ooo-----=> //<=---------Gibs!---------=> //<=-----------------------=> violence_agibs "1" // Alien blood shown when you shoot someone violence_hgibs "1" // Human blood shown when you shoot someone violence_ablood "1" // Alien blood shown when you shoot someone violence_hblood "1" // Human blood shown when you shoot someone // _ // _|_|_ // (o o) //<=-----ooO--(_)--Ooo-----=> //<=----Shadows&Lights!----=> //<=-----------------------=> r_lightaverage "0" // Disables average lighting r_avglight "0" // Disables average lighting r_shadows "1" // Enables shadows on playermodels r_shadowmaxrendered "32" // Maximum shadows rendered (Default=32) r_shadowrendertotexture "1" // Render shadow to texture r_dynamic "0" // Enable/Disable dynamic lighting r_maxdlights "5" // Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in such situations mat_specular "0" // Disables specularity for perf testing mat_fastspecular "1" // Fast specular lighting mat_hdr_enabled "0" // Enables High Dynamic Range if the map supports it. A light effect, first introduced in HL2 Lost coast mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps mat_bloomscale "0" // mat_disable_bloom "1" // (Default=0) mat_disable_fancy_blending "1" // (Default=0) mat_disable_lightwarp "1" // (Default=0) mat_disable_ps_patch "1" // (Default=0) mat_monitorgamma "1.6" // Sets screen brightness. 1.6 is the brightest 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 muzzleflash_light "1" // Disable/Enable muzzleflash cl_c4dynamiclight "1" // Draw dynamic light when planted c4 flashes rope_averagelight "0" // Disables average lighting on ropes clear echo " __ _ " echo " / _(_) " echo " ___ ___ _ __ | |_ _ __ _ " echo " / __/ _ \| '_ \| _| |/ _` |" echo "| (_| (_) | | | | | | | (_| |" echo " \___\___/|_| |_|_| |_|\__, |" echo " __/ |" echo " |___/ " echo " _ _ _ " echo "| | | | | |" echo "| | ___ __ _ __| | ___ __| |" echo "| |/ _ \ / _` |/ _` |/ _ \/ _` |" echo "| | (_) | (_| | (_| | __/ (_| |" echo "|_|\___/ \__,_|\__,_|\___|\__,_|" echo echo echo echo "Configuration made by JFM" Endret 3. desember 2007 av JFM
hiper Skrevet 2. desember 2007 Skrevet 2. desember 2007 Du mener blå? Last ned cevo css gui frå www.cevo.com Btw Innlegg nr. 1337:D
JFM Skrevet 2. desember 2007 Forfatter Skrevet 2. desember 2007 Du mener blå? Last ned cevo css gui frå www.cevo.com Btw Innlegg nr. 1337:D Ja, mener blå. Skal teste
JFM Skrevet 2. desember 2007 Forfatter Skrevet 2. desember 2007 Installerte. Men hvordan bruker man det? Hvordan går jeg inn på det? Går det ikke ann å bare lime en liten tekst inn i configgen?
JFM Skrevet 2. desember 2007 Forfatter Skrevet 2. desember 2007 Har fått til. Men hvordan forandrer jeg oppløsning i cfg fila?
Taraldb Skrevet 2. desember 2007 Skrevet 2. desember 2007 bare gå inn i CSS og forandre den, da skifter den automatisk i cfg fila ^^ xD
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