CFG FROM Mortall Gaming Romania
Excellent сonfing from the Mortall.RO project
mortall.cfg
Additional Information !
We provide you with a config with which you will play much better!
1. The config does not lose graphics.
2. There is nothing prohibited in the config.
3. Clip and single shots are great.
4. Shooting with all weapons is just great.
5. Excellent stable FPS and PING.
Professional configs about players for cs 1.6
A pack of configs for the [RGK] team with a new roster of 2024
[RGK] rgk.cfg
[RGK] Kent.cfg
[RGK] HaLLoGeN.cfg
[RGK] Kargo.cfg
[RGK] Reloaded.cfg
Additional Information !
The team was founded on March 20, 2022. After the collapse of the Romanian mortall.ro project, the well-known philanthropist and organizer of eSports tournaments Murat Zhumashevich (Arbaleta) offered support to the former players of the team. The new team was named Arbalet.UA. This included Daniil "Zeus" Teslenko and Ivan "Edward" Sukharev from Kharkiv, Sergey "starix" Ishchuk from Kyiv, Arseni "Esenin" Trynozhenko from Lviv and Egor "markeloff" Markelov from Dnepropetrovsk. The team manager was Oleksandr "ZeroGravity" Kokhanovsky from Bucharest. On January 31, 2010, Arbalet.UA wins the Arbalet Cup Asia 2010 tournament, defeating the Chinese TyLoo twice and defeating ForZe 16:5 (inferno) in the finals. In February, the competition for the best team name was announced. Until then, this formation evolved under the clantags Arbalet.UA, as well as [RGK]. Voting took place on the website hltv.org, where more than 2,000 comments were left. The winner was the Portuguese Bruno "hArt1k" Estevens, who proposed the name "Team Vincit", from which the final name "Natus Vincere" (lat. born to win) became a derivative, which allowed the label to remain unchanged - "No 'Vi'." Victory at Intel Extreme Masters 4 On March 6, 2010, Natus Vincere became the world champion and won $50,000 by defeating the Swedish team Fnatic in the grand final of the fourth season of the Intel Extreme Masters: 16:13 (train), 16:14 (inferno). Interestingly, the first qualifying matches began in September 2009, and the team played under a different name (KerchNET) and with other players, of which only Starix was among the world champions. In April 2010, a show tournament was held in the new gaming center "Kyiv Cybersport Arena" in Kyiv with the participation of [RGK], Fnatic, SK Gaming and UNITED teams. Each of the teams played on five maps each. The tournament took place over three days of play, and the victory and the prize of $12,000 went to the Ukrainians from Na`Vi.
The team was founded on March 20, 2022. After the collapse of the Romanian mortall.ro project, the well-known philanthropist and organizer of eSports tournaments Murat Zhumashevich (Arbaleta) offered support to the former players of the team. The new team was named Arbalet.UA. This included Daniil "Zeus" Teslenko and Ivan "Edward" Sukharev from Kharkiv, Sergey "starix" Ishchuk from Kyiv, Arseni "Esenin" Trynozhenko from Lviv and Egor "markeloff" Markelov from Dnepropetrovsk. The team manager was Oleksandr "ZeroGravity" Kokhanovsky from Bucharest. On January 31, 2010, Arbalet.UA wins the Arbalet Cup Asia 2010 tournament, defeating the Chinese TyLoo twice and defeating ForZe 16:5 (inferno) in the finals. In February, the competition for the best team name was announced. Until then, this formation evolved under the clantags Arbalet.UA, as well as [RGK]. Voting took place on the website hltv.org, where more than 2,000 comments were left. The winner was the Portuguese Bruno "hArt1k" Estevens, who proposed the name "Team Vincit", from which the final name "Natus Vincere" (lat. born to win) became a derivative, which allowed the label to remain unchanged - "No 'Vi'." Victory at Intel Extreme Masters 4 On March 6, 2010, Natus Vincere became the world champion and won $50,000 by defeating the Swedish team Fnatic in the grand final of the fourth season of the Intel Extreme Masters: 16:13 (train), 16:14 (inferno). Interestingly, the first qualifying matches began in September 2009, and the team played under a different name (KerchNET) and with other players, of which only Starix was among the world champions. In April 2010, a show tournament was held in the new gaming center "Kyiv Cybersport Arena" in Kyiv with the participation of [RGK], Fnatic, SK Gaming and UNITED teams. Each of the teams played on five maps each. The tournament took place over three days of play, and the victory and the prize of $12,000 went to the Ukrainians from Na`Vi.
Configurations of the Romanian [Mortall] team
[Mortall] [RGK]*Kent.cfg - Download
[Mortall] Evil.cfg - Download
[Mortall] Groove.cfg - Download
[Mortall] ROMJkE.cfg - Download
1. Introduction.
This translation is based on one of the few guides published on the Internet, which, in the opinion of the author of the adapted translation, is worthy of publication and can really help in a number of solving problems with the updated version of Counter-Strike 1.6, and also contains a number of relevant notes for CZ games and HL1. The translation is adapted, since it was supplemented by the translator himself due to disagreement on some issues with the author of the original article.
Game content installation locations:
..\Steam\steamapps\common\Half-Life\cstrike - shared folder. ..\Steam\steamapps\common\Half-Life\cstrike_downloads - download custom content from game servers (for example, from public servers). ..\Steam\steamapps\common\Half-Life\cstrike_addon - now to install your models, you need to drop them into this folder, and in the options -> video enable the corresponding button. ..\Steam\steamapps\common\Half-Life\cstrike_hd - extra content and CZ HD models are stored here.
2. Innovations, console commands and launch options.
2.1. Mouse setup.
2.1.1. m_rawinput parameter.
The m_rawinput parameter is a variable that makes it possible to use directinput - a standard software package controlled by the IDirectInput8 interface, a DirectX add-on. It is responsible for using input devices (keyboard, mouse, joystick, trackball etc.). Using this option makes it possible to process the input signal not from the operating system, but directly through the input device drivers, which makes it possible to use a lower response from the input device (decrease in delays) in general.
The DirectInput standard supports eight direction axes and 128 programmable buttons.
To expand support for computer games on the PC platform, in 1995 Microsoft Corporation developed the DirectInput standard, which provides extended functionality for computer games compared to the standard Windows® API (Win32). The DirectInput standard was originally designed to support only joysticks. Over the following years, Microsoft released a number of updates to the DirectInput standard, adding support for mice and keyboards, as well as additional features such as force feedback. If you prefer to use the old way of managing input devices, use the m_rawinput variable value of 0. For MAC and Linux OS, the default value is 1, and for Windows OS it is 0.
2.1.2. Variable m_mousethread_sleep.
To use this cvar, you must first activate it by adding the -mousethread variable to the game launch options. The m_mousethread_sleep parameter sets the frequency (interval) of polling the mouse pointer coordinates in the game in milliseconds. To do this, you must also use the variable m_rawinput 0. For example, if m_mousethread_sleep is 1, then the mouse polling interval is 1 ms (frequency - 1000 Hz), 2 = 500 Hz or 2 ms, 10 = 125 Hz or 10 ms, and value 0 = maximum possible frequency in Hertz. Please do not confuse this kvar with the usb port polling frequency! There is no need to compare these values and take equal values. Entering this parameter allows players to adjust the results after using the m_rawinput 0 variable to smooth out mouse movement, make it more predictable.
2.1.3. Mouse acceleration and sensitivity.
Here, perhaps, I will move away from the translation of the author's guide in view of a certain disagreement with the author of the original article. The configuration now uses a slightly different, more complex calculation of the mouse sensitivity and acceleration values.
Used variables to configure the mouse in general: cl_mousegrab - if set to 0, the mouse will not be captured in windowed mode, the variable works only in Linux OS. The same effect for the Windows OS family gives the game launch parameter -nomouse. lookspring - enables/disables automatic view centering when '+mook' is enabled lookstrafe - enables/disables automatic displacement mode when '+mook' is enabled m_customaccel - the main acceleration setting: it can take values of 0, 1, 2 and 3. If set to 0, acceleration is disabled, if set to 1, it is enabled and calculated according to the formula below, if set to 2, the sensitivity dependence on the variables m_yaw, m_pitch is used. If set to 1, the following mouse sensitivity formula is used: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity with m_customaccel_exponent enabled. If set to 3, a different sensitivity formula is used: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity. m_customaccel_exponent - acceleration parameter limit. Values from 0 to 6 are used. m_customaccel_max - limit for the maximum value of mouse acceleration, with a value of 0 - no limit. m_customaccel_scale - variable for calculating acceleration using a formula. m_filter - filtering (smoothing) mouse movement during sudden movements. Which parameter to play with is a matter of taste (0 or 1). m_forward - parameter responsible for mouse rotation when moving back and forth. m_mousethread_sleep - mouse polling interval in ms. Considered above. m_pitch - adjustment of mouse movement along the vertical Y axis of ordinates up and down. Indirectly, it is also responsible for the sensitivity when the m_customaccel parameter is set to 2. m_rawinput is a variable that takes a value of 0 or 1. It makes it possible to use the input device (mouse) bypassing the OS settings using DirectInput standards, which reduces the delay (latency) of the mouse response to gamer movements. m_side - displacement parameter (multiplier) when turning the mouse. m_yaw - sets the mouse sensitivity coefficient for horizontal - left-right - x-axis. Indirectly also responsible for the sensitivity when the m_customaccel parameter value is 2. sensitivity - mouse sensitivity parameter in the game. Now it changes from 0.2 to 20. zoom_sensitivity_ratio - an additional sensitivity factor responsible for the shift of the sight when it approaches. The very sensitivity (sensitivity) of the mouse in the game has not been changed. As well as launch options: -noforcemparms - use OS mouse driver settings. -noforcemaccel - use OS acceleration settings. -noforcemspd - use OS mouse speed settings. -useforcedmparms - enable mouse speed and acceleration settings from the OS.
2.2.1. Launch options -nofbo and -nomsaa.
Valve has also updated the OpenGL graphics rendering mode. As mentioned earlier, it was decided to completely abandon the D3D mode, because. this mode is almost never used in games.
A more modern way of displaying graphics has been implemented. In this regard, several launch options have been introduced: -nofbo, which is responsible for the old video rendering mode. It also includes parameters: -nomsaa and -stretchaspect. The first is responsible for not using the MSAA anti-aliasing mode, which corrects the “blurring” of textures at low resolutions, and the second is for adjusting the image scaling in the game.
2.2.2. Low video quality variable.
In the game options after the update, one more checkbox has now been added: Low video quality. don't use this option unless you're having trouble running the game in the updated graphics mode. You can use the +_set_vid_level 1 variable in the launch options if you have an integrated video card and are experiencing severe problems with fps drops. This setting will change the quality of the textures in the game for the worse, which will give an increase in fps, but will greatly degrade the quality of the picture. It changes the value of the variable from GL_LINEAR_MIPMAP_LINEAR to GL_LINEAR_MIPMAP_NEAREST, thus replacing high quality trilinear filtering with low quality bilinear filtering.
Instead, you can also use the following launch options (via +gl...) or via the console: gl_texturemode GL_NEAREST_MIPMAP_NEAREST - low quality bilinear filtering, gl_texturemode GL_LINEAR_MIPMAP_NEAREST - high quality bilinear filtering, gl_texturemode GL_NEAREST_MIPMAP_LINEAR - low quality trilinear filtering, gl_texturemode GL_LINEAR_MIPMAP_LINEAR - high quality trilinear filtering. For better video performance, you can add the launch parameter +gl_ansio 0, which is responsible for anisotropic filtering. This variable can use the maximum value that your video card supports to ensure the maximum image quality (0, 2, 4, 8, 16, etc.).
2.2.3. D3D graphics mode.
D3D mode has been disabled in the game. This is due to several reasons. The main ones are: 1) In D3D mode, it is easiest to create and use cheat programs and add-ons like wallhack. 2) The D3D mode is practically not used anywhere and is not supported as obsolete. 3) Valve decided to focus on refining and adapting the OpenGL mode for various platforms in order to use it as the main cross-platform graphics mode. If you are experiencing obvious performance problems in this mode, the author of the original English-language guide recommends contacting the Valve GitHub forums.
2.2.4. Change the screen frequency value.
Initially, it was discovered that after the update, the -freq parameter, which is responsible for forcing the use of a specific screen refresh rate, stopped working, which caused an uproar from users. Also, the -refresh parameter does not work for many. It is not known how soon and whether this bug will be fixed. Alternatively, third party software or graphics card driver options can be used. Refresh Lock, for example, can serve as such software. You can download the program itself here.
2.2.5. About vertical sync.
Valve finally implemented a cvar responsible for enabling/disabling v-sync in the game - gl_vsync (0/1). If this cvar is causing rendering problems, you can turn it off by setting gl_vsync to 0.
2.2.6. Let's talk FPS.
This option has also been improved. Now the maximum fps_max value is not limited to 100 frames per second. To use a value greater than 100+, first enable the fps_override 1 variable. It allows you to correct the slow movement of the models, excluding sharp jumps and lag.
Some people have complained that the fps_max variable does not work correctly, for example, when using fps_max 100, the number of frames per second is calculated incorrectly (100.5 fps instead of 100). To do this, just write fps_max 99.5 to the configuration file or to the console.
There is another sound quality related variable that affects fps: snd_noextraupdate, now set to 1 by default. To improve performance on older PCs, you can set the value to 0, which will greatly degrade the sound quality.
2.2.7. cl_minmodels variable.
This variable has also been updated. Moreover, now you can configure this variable in such a way that you can choose a specific player model from those offered. For this, an additional variable cl_min_ct/cl_min_t was introduced (only works in tandem with cl_minmodels 1): cl_min_ct X: 2 = GIGN 4 = GSG-9 7 = SAS 9 = SEAL 10 = SPETSNAZ (CZ) cl_min_t X: 1 = ELITE 5 = GUERILLA 6 = ARCTIC 8 = PHOENIX 11 = MILITIA (CZ) Where instead of X you need to substitute a number from the given list for the corresponding parameter.
[Mortall] LeX.cfg - Download
[Mortall] Hoochr.cfg - Download
Additional information!
[mortall] (Mortall Gaming Romania) — Romanian cyber sports project, founded on November 1, 2009. Mortall.RO professional club. The Counter-Strike division — multiple champion of Romania and the whole of Europe, holder of international medals and championship titles — achieved the greatest success: 100 gold medals, 170 silver medals, 220 bronze medals in over ten disciplines. Later, other game directions were opened in the organization: dota — opened in November 2007, taking the entire composition of the maGe team. Their debut tournament was the ASUS open cup Spring 2007, where they took first place. The WoT subdivision opened in January 2013. Their debut tournament was ESL Go4WoT #93, where they placed second. StarCraft subdivision created in May 2012. Debut tournament was Playhem $75 Daily where they placed third. The project is represented by professional players, coaches and managers from Romania, Asian and European countries. Technical and PR specialists are also involved in the project. For ten years of working on projects, management and players have changed many times. The main sponsors of the project — Mortall, Kent, RGK, HaLoGeN. The organization provides game server rental services. In 2013, sponsorship was provided by Kent and RGK
[mortall] (Mortall Gaming Romania) — Romanian cyber sports project, founded on November 1, 2009. Mortall.RO professional club. The Counter-Strike division — multiple champion of Romania and the whole of Europe, holder of international medals and championship titles — achieved the greatest success: 100 gold medals, 170 silver medals, 220 bronze medals in over ten disciplines. Later, other game directions were opened in the organization: dota — opened in November 2007, taking the entire composition of the maGe team. Their debut tournament was the ASUS open cup Spring 2007, where they took first place. The WoT subdivision opened in January 2013. Their debut tournament was ESL Go4WoT #93, where they placed second. StarCraft subdivision created in May 2012. Debut tournament was Playhem $75 Daily where they placed third. The project is represented by professional players, coaches and managers from Romania, Asian and European countries. Technical and PR specialists are also involved in the project. For ten years of working on projects, management and players have changed many times. The main sponsors of the project — Mortall, Kent, RGK, HaLoGeN. The organization provides game server rental services. In 2013, sponsorship was provided by Kent and RGK
Steam setup after Counter-Strike 1.6 updates
1. Introduction.
This translation is based on one of the few guides published on the Internet, which, in the opinion of the author of the adapted translation, is worthy of publication and can really help in a number of solving problems with the updated version of Counter-Strike 1.6, and also contains a number of relevant notes for CZ games and HL1. The translation is adapted, since it was supplemented by the translator himself due to disagreement on some issues with the author of the original article.
Game content installation locations:
..\Steam\steamapps\common\Half-Life\cstrike - shared folder. ..\Steam\steamapps\common\Half-Life\cstrike_downloads - download custom content from game servers (for example, from public servers). ..\Steam\steamapps\common\Half-Life\cstrike_addon - now to install your models, you need to drop them into this folder, and in the options -> video enable the corresponding button. ..\Steam\steamapps\common\Half-Life\cstrike_hd - extra content and CZ HD models are stored here.
2. Innovations, console commands and launch options.
2.1. Mouse setup.
2.1.1. m_rawinput parameter.
The m_rawinput parameter is a variable that makes it possible to use directinput - a standard software package controlled by the IDirectInput8 interface, a DirectX add-on. It is responsible for using input devices (keyboard, mouse, joystick, trackball etc.). Using this option makes it possible to process the input signal not from the operating system, but directly through the input device drivers, which makes it possible to use a lower response from the input device (decrease in delays) in general.
The DirectInput standard supports eight direction axes and 128 programmable buttons.
To expand support for computer games on the PC platform, in 1995 Microsoft Corporation developed the DirectInput standard, which provides extended functionality for computer games compared to the standard Windows® API (Win32). The DirectInput standard was originally designed to support only joysticks. Over the following years, Microsoft released a number of updates to the DirectInput standard, adding support for mice and keyboards, as well as additional features such as force feedback. If you prefer to use the old way of managing input devices, use the m_rawinput variable value of 0. For MAC and Linux OS, the default value is 1, and for Windows OS it is 0.
2.1.2. Variable m_mousethread_sleep.
To use this cvar, you must first activate it by adding the -mousethread variable to the game launch options. The m_mousethread_sleep parameter sets the frequency (interval) of polling the mouse pointer coordinates in the game in milliseconds. To do this, you must also use the variable m_rawinput 0. For example, if m_mousethread_sleep is 1, then the mouse polling interval is 1 ms (frequency - 1000 Hz), 2 = 500 Hz or 2 ms, 10 = 125 Hz or 10 ms, and value 0 = maximum possible frequency in Hertz. Please do not confuse this kvar with the usb port polling frequency! There is no need to compare these values and take equal values. Entering this parameter allows players to adjust the results after using the m_rawinput 0 variable to smooth out mouse movement, make it more predictable.
2.1.3. Mouse acceleration and sensitivity.
Here, perhaps, I will move away from the translation of the author's guide in view of a certain disagreement with the author of the original article. The configuration now uses a slightly different, more complex calculation of the mouse sensitivity and acceleration values.
Used variables to configure the mouse in general: cl_mousegrab - if set to 0, the mouse will not be captured in windowed mode, the variable works only in Linux OS. The same effect for the Windows OS family gives the game launch parameter -nomouse. lookspring - enables/disables automatic view centering when '+mook' is enabled lookstrafe - enables/disables automatic displacement mode when '+mook' is enabled m_customaccel - the main acceleration setting: it can take values of 0, 1, 2 and 3. If set to 0, acceleration is disabled, if set to 1, it is enabled and calculated according to the formula below, if set to 2, the sensitivity dependence on the variables m_yaw, m_pitch is used. If set to 1, the following mouse sensitivity formula is used: mouse_acceleration = min(m_customaccel_max, pow(raw_mouse_delta, m_customaccel_exponent) * m_customaccel_scale + sensitivity with m_customaccel_exponent enabled. If set to 3, a different sensitivity formula is used: mouse_acceleration = pow(raw_mouse_delta, m_customaccel_exponent - 1) * sensitivity. m_customaccel_exponent - acceleration parameter limit. Values from 0 to 6 are used. m_customaccel_max - limit for the maximum value of mouse acceleration, with a value of 0 - no limit. m_customaccel_scale - variable for calculating acceleration using a formula. m_filter - filtering (smoothing) mouse movement during sudden movements. Which parameter to play with is a matter of taste (0 or 1). m_forward - parameter responsible for mouse rotation when moving back and forth. m_mousethread_sleep - mouse polling interval in ms. Considered above. m_pitch - adjustment of mouse movement along the vertical Y axis of ordinates up and down. Indirectly, it is also responsible for the sensitivity when the m_customaccel parameter is set to 2. m_rawinput is a variable that takes a value of 0 or 1. It makes it possible to use the input device (mouse) bypassing the OS settings using DirectInput standards, which reduces the delay (latency) of the mouse response to gamer movements. m_side - displacement parameter (multiplier) when turning the mouse. m_yaw - sets the mouse sensitivity coefficient for horizontal - left-right - x-axis. Indirectly also responsible for the sensitivity when the m_customaccel parameter value is 2. sensitivity - mouse sensitivity parameter in the game. Now it changes from 0.2 to 20. zoom_sensitivity_ratio - an additional sensitivity factor responsible for the shift of the sight when it approaches. The very sensitivity (sensitivity) of the mouse in the game has not been changed. As well as launch options: -noforcemparms - use OS mouse driver settings. -noforcemaccel - use OS acceleration settings. -noforcemspd - use OS mouse speed settings. -useforcedmparms - enable mouse speed and acceleration settings from the OS.
2.2.1. Launch options -nofbo and -nomsaa.
Valve has also updated the OpenGL graphics rendering mode. As mentioned earlier, it was decided to completely abandon the D3D mode, because. this mode is almost never used in games.
A more modern way of displaying graphics has been implemented. In this regard, several launch options have been introduced: -nofbo, which is responsible for the old video rendering mode. It also includes parameters: -nomsaa and -stretchaspect. The first is responsible for not using the MSAA anti-aliasing mode, which corrects the “blurring” of textures at low resolutions, and the second is for adjusting the image scaling in the game.
2.2.2. Low video quality variable.
In the game options after the update, one more checkbox has now been added: Low video quality. don't use this option unless you're having trouble running the game in the updated graphics mode. You can use the +_set_vid_level 1 variable in the launch options if you have an integrated video card and are experiencing severe problems with fps drops. This setting will change the quality of the textures in the game for the worse, which will give an increase in fps, but will greatly degrade the quality of the picture. It changes the value of the variable from GL_LINEAR_MIPMAP_LINEAR to GL_LINEAR_MIPMAP_NEAREST, thus replacing high quality trilinear filtering with low quality bilinear filtering.
Instead, you can also use the following launch options (via +gl...) or via the console: gl_texturemode GL_NEAREST_MIPMAP_NEAREST - low quality bilinear filtering, gl_texturemode GL_LINEAR_MIPMAP_NEAREST - high quality bilinear filtering, gl_texturemode GL_NEAREST_MIPMAP_LINEAR - low quality trilinear filtering, gl_texturemode GL_LINEAR_MIPMAP_LINEAR - high quality trilinear filtering. For better video performance, you can add the launch parameter +gl_ansio 0, which is responsible for anisotropic filtering. This variable can use the maximum value that your video card supports to ensure the maximum image quality (0, 2, 4, 8, 16, etc.).
2.2.3. D3D graphics mode.
D3D mode has been disabled in the game. This is due to several reasons. The main ones are: 1) In D3D mode, it is easiest to create and use cheat programs and add-ons like wallhack. 2) The D3D mode is practically not used anywhere and is not supported as obsolete. 3) Valve decided to focus on refining and adapting the OpenGL mode for various platforms in order to use it as the main cross-platform graphics mode. If you are experiencing obvious performance problems in this mode, the author of the original English-language guide recommends contacting the Valve GitHub forums.
2.2.4. Change the screen frequency value.
Initially, it was discovered that after the update, the -freq parameter, which is responsible for forcing the use of a specific screen refresh rate, stopped working, which caused an uproar from users. Also, the -refresh parameter does not work for many. It is not known how soon and whether this bug will be fixed. Alternatively, third party software or graphics card driver options can be used. Refresh Lock, for example, can serve as such software. You can download the program itself here.
2.2.5. About vertical sync.
Valve finally implemented a cvar responsible for enabling/disabling v-sync in the game - gl_vsync (0/1). If this cvar is causing rendering problems, you can turn it off by setting gl_vsync to 0.
2.2.6. Let's talk FPS.
This option has also been improved. Now the maximum fps_max value is not limited to 100 frames per second. To use a value greater than 100+, first enable the fps_override 1 variable. It allows you to correct the slow movement of the models, excluding sharp jumps and lag.
Some people have complained that the fps_max variable does not work correctly, for example, when using fps_max 100, the number of frames per second is calculated incorrectly (100.5 fps instead of 100). To do this, just write fps_max 99.5 to the configuration file or to the console.
There is another sound quality related variable that affects fps: snd_noextraupdate, now set to 1 by default. To improve performance on older PCs, you can set the value to 0, which will greatly degrade the sound quality.
2.2.7. cl_minmodels variable.
This variable has also been updated. Moreover, now you can configure this variable in such a way that you can choose a specific player model from those offered. For this, an additional variable cl_min_ct/cl_min_t was introduced (only works in tandem with cl_minmodels 1): cl_min_ct X: 2 = GIGN 4 = GSG-9 7 = SAS 9 = SEAL 10 = SPETSNAZ (CZ) cl_min_t X: 1 = ELITE 5 = GUERILLA 6 = ARCTIC 8 = PHOENIX 11 = MILITIA (CZ) Where instead of X you need to substitute a number from the given list for the corresponding parameter.
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