Casey Config es un script compatible con CAL para mejorar la experiencia del usuario en el juego Counter Strike Source sin sacrificar la calidad del video y que sobre todo ayuda a que se registren mucho mejor tus hits.
Aqui esta la ultima version que encontré (7/Ene/07), para usarla deberas pegar el codigo de abajo que esta en negritas (Desde //Casey’s Config V2….) y pegarlo en el Bloc de Notas de Windows (Notepad), y despues lo grabas en la ruta:
C:\Program Files\Valve\Steam\SteamApps\CAMBIA_por_TU_USUARIO_Steam\counter-strike source\cstrike\cfg
Guardalo como “autoexec.cfg” Pero ponle las comillas dobles para que lo guarde con extension .cfg sino lo guardará como .cfg.txt y CS:S no lo reconocera. Suerte!
// Casey’s Config v2 (CAL compliant)
// Updated for new season by CAL|Stone
// Updated 01/06/07 – Lowered some vars to increase FPS within rule limits. Also removed one cheat var.
// Updated 01/07/07 – Reorganized and updated original version//_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_updaterate “101″
cl_smooth “1″
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_ragdoll_physics_enable “0″ // Disables ragdoll.
cl_show_splashes “0″ // Disables water splashes.
cl_phys_props_enable “1″ // Enables Phsyics Props.
cl_phys_props_max “50″ // Maximum amount of Physics props allowed.
cl_forcepreload “1″ // Forces the game to load all texture and model information into memory on map load.
cl_restrict_server_commands “0″ // Compatible/needed with serverplugins//_Set Render vars_
r_decals “0″ // Disables decals.
r_drawbatchdecals “1″ // Enables the rendering of decals in batch.
r_decal_cullsize “9999″ // Any decals under this size are not rendered.
r_rootlod “2″ // Base lod of the model in the memory.
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_drawmodeldecals “0″ // Models decals, I.E. Blood.
r_shadowmaxrendered “32″ // Max shadows the game will render.
r_shadows “0″ // Disables shadows (Change to 1 if you like them.)
r_shadowrendertotexture “1″ // Rendered the shadow texture causing it to match the player model.
r_dynamic “0″ // Disables dynamic lights.
r_propsmaxdist “1200″ // Max distance at which props are rendered.
r_drawdetailprops “1″ // Enables the rendering of detail props.
r_occlusion “1″ // Enables the Model Occlusion system.
r_renderoverlayfragment “0″
r_3dsky “0″ // Disables the rendering of 3d sky boxes.
r_waterdrawreflection “0″ // Disables the rendering of water reflections.
r_waterforceexpensive “0″ // Forces cheap water.
r_drawflecks “0″ // Disables the sparks and dirt from bullet impacts.
r_eyes “0″ // Disables eyes in models.
r_teeth “0″ // Disables teeth in models.
gl_clear “0″ // Disables the gl_clear convariable!//_Set Materials vars_
mat_monitorgamma “1.6″ // Lower the number the brighter the screen. Only works in fullscreen.
mat_disable_bloom “1″ // Disables bloom effects.
mat_hdr_enabled “0″ // Disables HDR.
mat_hdr_level “0″ // Double Disables HDR.
mat_specular “0″ // Disables Specularity on objects.
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_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_mipmaptextures “1″ // Enables the use of mipmapping to make textures look smooth.
mat_reducefillrate “1″ // Reduces the fillrate when the game is run in DXLevel 8.
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_
net_graph “3″ // Enables net_graph (Required in SS round)
net_graphpos “2″ // Adjusts netgraph position-set between 1 and 3.clear
echo _Casey’s Config v2 (CAL compliant) loaded