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Thread: When will ZX switch to Orange Box ? + dl links

  1. #1
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    Default When will ZX switch to Orange Box ? + dl links

    Accha shei kobe thekei DL kore boshe asi but ZX is still using the older CSS . Anyway I wanted to know when it will upgrade. And also I find many people having issues to which is the latest patch and right DL link, so clear things up. Use this link from TBD since I don't know what is uploaded in Daruchini.

    http://www.torrentbd.com/torrent/tor...ls.php?id=1173

    This has all the patches with instructions, thanks to aayman_farzand GL HF

  2. #2
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    Last edited by avas911; January 3rd, 2011 at 12:48.
    Once more into the fray
    Into the last good fight Iíll ever know

    Live and die on this day
    Live and Die on this day

  3. #3
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    Default Re: When will ZX switch to Orange Box ? + dl links

    Spanky.cfg...this is the cfg to be used in OB version...still shows some problem.......but aayman says it is the best...spanky.zip

    Code:
    rate                                              "66000" // Max bytes/sec the host can receive data.
    cl_cmdrate                                        "66"    // Number of command pakets sent to the server per second.
    cl_interp                                         "0.033"  // Interpolate x seconds from game (0.02 = 20ms)
    cl_lagcompensation                                "1"     // Perform server side lag compensation of weapon firing events.
    cl_updaterate                                     "66"    // Number of packets per second you are requesting from the server.
    cl_smooth                                         "0"     // If set to 1 attempts to smooth the view after prediction errors.
    cl_smoothtime                                     "0.01"  // Time over which to smooth the view after prediction errors if cl_smooth is enabled.
    cl_interp_threadmodeticks                         "0"     // Additional interpolation ticks to use when interpolating with threaded engine mode set.
    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)
    cl_interp_ratio                                   "1"     // Sets the interpolation amount (final amount is cl_interp_ratio / cl_updaterate).
    
    mat_queue_mode                                    "-1"     // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
    mat_aaquality                                     "0"
    mat_antialias                                     "0"     // Anti-aliasing on(1,2,4,8)/off(0) 
    mat_autoexposure_max                              "0"
    mat_autoexposure_min                              "0"
    mat_alphacoverage                                 "0"
    mat_bumpmap                                       "0"     // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
    mat_bloomscale                                    "0"
    mat_bloom_scalefactor_scalar                      "0"
    mat_bufferprimitives                              "1"
    mat_clipz                                         "1"
    mat_colorcorrection                               "0"
    mat_compressedtextures                            "1"
    mat_disable_bloom                                 "1"
    mat_disable_fancy_blending                        "1"
    mat_disable_lightwarp                             "1"
    mat_disable_ps_patch                              "1"
    mat_debugdepthval                                 "0" 
    mat_debugdepthvalmax                              "0"
    mat_diffuse                                       "1"
    mat_envmapsize                                    "0"
    mat_envmaptgasize                                 "0"
    mat_fastspecular                                  "1"
    mat_fastnobump                                    "0"
    mat_filterlightmaps                               "1"
    mat_filtertextures                                "1"
    mat_forceaniso                                    "0" // change to 0 if you notice lower fps
    mat_forcehardwaresync                             "0"
    mat_forcemanagedtextureintohardware               "0"
    mat_framebuffercopyoverlaysize                    "0"
    mat_hdr_enabled                                   "0" // Report if HDR is enabled for debugging
    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_maxframelatency                               "0"
    mat_max_worldmesh_vertices                        "0"
    mat_mipmaptextures                                "1"     // texture quality decreases with distance
    mat_non_hdr_bloom_scalefactor                     "0"
    mat_parallaxmap                                   "1"
    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 fill rate used.
    mat_shadowstate                                   "0"
    mat_software_aa_blur_one_pixel_lines              "0"
    mat_software_aa_strength                          "0"
    mat_software_aa_strength_vgui                     "0"
    mat_software_aa_tap_offset                        "0"
    mat_softwarelighting                              "0"
    mat_specular                                      "0"
    mat_trilinear                                     "0" // Disables the use of Trilinear mipmapping.
    mat_use_compressed_hdr_textures                   "0"
    mat_wateroverlaysize                              "0" // Sets the resolution of water distortion. Must be multiple of 8.
    
    // snd_mixahead                                      "0.1"
    // dsp_enhance_stereo                                "0"
    // dsp_volume                                        "1"
    // dsp_slow_cpu                                      "1"
    // dsp_spatial                                       "40"
    // dsp_speaker                                       "50"
    // dsp_water                                         "14"
    // soundscape_flush                                  "1" // Flushes the server & client side soundscapes
    
    violence_agibs                                    "0" // Show alien gib entities
    violence_hgibs                                    "0" // Show human gib entities
    violence_hblood                                   "0" // Draw human blood
    violence_ablood                                   "0" // Draw alien blood
    
    r_ambientboost                                    "0"
    r_ambientmin                                      "0"
    r_ambientfactor                                   "0"
    r_bloomtintg                                      "0"
    r_bloomtintb                                      "0"
    r_bloomtintexponent                               "0"
    r_bloomtintr                                      "0"
    r_cheapwaterend                                   "1" // End of the CheapWater rendering (all behind this range is black water)
    r_cheapwaterstart                                 "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
    r_drawflecks                                      "0"
    r_decals                                          "0"
    r_decal_cullsize                                  "0" // Decals under this size in pixels are culled // _lower texture quality at distance_
    r_decalstaticprops                                "0" // Decal static props test
    r_dopixelvisibility                               "0"
    r_drawbatchdecals                                 "0"
    r_drawmodeldecals                                 "0"
    r_dynamic                                         "0"
    r_eyes                                            "0"
    r_flex                                            "0"
    r_forcewaterleaf                                  "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
    r_hunkalloclightmaps                              "0"
    r_lightcache_zbuffercache                         "0"
    r_lightaverage                                    "0"
    r_lod                                             "2" // _adjusts model quality--set between -5 and 5_
    r_maxdlights                                      "0"
    r_maxmodeldecal                                   "0"
    r_maxnewsamples                                   "0"
    r_maxsampledist                                   "0"
    r_minnewsamples                                   "0"
    r_fastzreject                                     "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
    r_occlusion                                       "1" // Activate/deactivate the occlusion system.
    r_PhysPropStaticLighting                          "0"
    r_queued_decals                                   "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
    r_queued_post_processing                          "1"
    r_renderoverlayfragment                           "0"
    r_rootlod                                         "2" // Root LOD
    r_ropetranslucent                                 "0"
    r_drawdetailprops                                 "0"
    r_spray_lifetime                                  "0" // Number of rounds player sprays are visible
    r_shadowmaxrendered                               "0" // Max shadows the game will render.
    r_shadowrendertotexture                           "0" // Rendered the shadow texture causing it to match the player model.
    r_3dnow                                           "1" // Enable/disable 3DNow code 
    r_3dsky                                           "0" // Enable the rendering of 3d sky boxes
    r_sse2                                            "1" // Enable/disable SSE2 code 
    r_shadows                                         "0"
    r_teeth                                           "0"
    r_threaded_client_shadow_manager                  "1"
    r_threaded_particles                              "1"
    r_threaded_renderables                            "1"
    r_unloadlightmaps                                 "0" // 0 because of alt tabbing causes black walls
    r_worldlights                                     "0" // number of world lights to use per vertex
    r_waterdrawreflection                             "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
    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 or even in the sky for some reason.
    r_waterforceexpensive                             "0" // 1 = High (reflect world), 0 = Low (simple reflect)
    r_waterforcereflectentities                       "0" // 1 = High (reflect all), 0 = Low 
    
    cl_clearhinthistory                               "1" // Clear memory of client side hints displayed to the player
    cl_detaildist                                     "0" // Distance at which detail props are no longer visible (1200)
    cl_detailfade                                     "0"
    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_muzzleflash_dlight_1st                         "0"
    cl_phys_props_enable                              "0"
    cl_phys_props_max                                 "0" // Maximum amount of physics props allowed.
    cl_predictweapons                                 "1" // perform client side prediction of weapon effects.
    cl_predict                                        "1" // Perform client side prediction.
    tf_playergib                                      "0"
    cl_showhelp                                       "0" // Set to 0 to not show on-screen help
    cl_showpluginmessages                             "0" // Allow plugins to display messages to you
    cl_show_splashes                                  "0"
    cl_rumblescale                                    "0" // Scale sensitivity of rumble effects (0 to 1.0)
    cl_debugrumble                                    "0" // Turn on rumble debugging spew
    cl_playerspraydisable                             "1"
    cl_threaded_bone_setup                            "0"
    cl_threaded_client_leaf_system                    "0"
    cl_ragdoll_collide                                "0"
    cl_ragdoll_fade_time                              "0"
    cl_ragdoll_physics_enable                         "0"
    cl_ragdoll_forcefade                              "1"
    cl_minmodels                                      "0"
    
    rope_averagelight                                 "0" // Makes ropes use average of cubemap lighting instead of max intensity.
    rope_collide                                      "0" // Collide rope with the world
    rope_smooth_enlarge                               "0" // How much to enlarge ropes in screen space for antialiasing effect
    rope_smooth                                       "0" // Do an antialiasing effect on ropes
    rope_subdiv                                       "0" // Rope subdivision amount
    rope_wind_dist                                    "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
    
    sv_forcepreload                                   "1" // forces preload to help increase performance
    jpeg_quality                                      "100" // jpeg screenshot quality.
    mat_monitorgamma                                  "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
    commentary                                        "0" // Desired commentary mode state.
    budget_show_history                               "0" // turn history graph off and on. . good to turn off on low end
    g_ragdoll_fadespeed                               "0"
    g_ragdoll_lvfadespeed                             "0"
    flex_smooth                                       "1" // Applies smoothing/decay curve to flex animation controller changes.
    props_break_max_pieces                            "0" // Maximum prop breakable piece count (-1 = model default)
    r_propsmaxdist                                    "1"
    prop_active_gib_limit                             "0"
    func_break_max_pieces                             "3"
    showhitlocation                                   "1"
    mp_decals                                         "0" // How many player sprays will be shown.
    gl_clear                                          "0"
    muzzleflash_light                                 "0"
    lod_transitiondist                                "0"
    overview_mode                                     "0" // Sets overview map mode off,small,large: <0|1|2>
    adsp_debug                                        "0"
    mp_usehwmmodels                                   "0" 
    mp_usehwmvcds                                     "0"
    
    //clear
    
    echo "spanky executed"
    net_graph "1"
    Once more into the fray
    Into the last good fight Iíll ever know

    Live and die on this day
    Live and Die on this day

  4. #4
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    Default Re: When will ZX switch to Orange Box ? + dl links

    ki problem face korsen Avas bhaiya ?

  5. #5
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      • Built In Realtek ALC883
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      • Creative SBS A200 / Cosonic Generic / Logitech Ultimate Ears 200vi/SoundMAGIC E10M IEM
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    Default Re: When will ZX switch to Orange Box ? + dl links

    amar ekta error dae exec korle...

    dekho...

    Code:
     ]exec spanky
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Cbuf_AddText: buffer overflow
    Unknown command "cl_interp_threadmodeticks"
    HDR Disabled
    3DNow code is disabled
    SSE2 code is enabled
    Unknown command "cl_muzzleflash_dlight_1st"
    Unknown command "tf_playergib"
    Unknown command "cl_ragdoll_fade_time"
    Unknown command "cl_ragdoll_forcefade"
    Once more into the fray
    Into the last good fight Iíll ever know

    Live and die on this day
    Live and Die on this day

  6. #6
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    Default Re: When will ZX switch to Orange Box ? + dl links

    Amar to erokom kono error dekhai na exec korle :S Ar torrentbd theke namailei to hoi, daru te abar up kora lagbe ken. Emnitei daru nonsmile shob block kore lagse khamakha ato koshto kore oder okhane amar upload korar kono iccha nai.

    And I'm sure you can find more FPS CFGs in the net. But emnitei ja FPS as, cfg diye r korbo ki.

  7. #7
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      • Built In Realtek ALC883
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    Default Re: When will ZX switch to Orange Box ? + dl links

    error ta ken ditese bujhtesi na.....dorkar hole abar setup dimu...:S

    amar to built in a 85 er upore uthtese na.......agerta te around 60 thakto...notun tate barse kintu aro barle bhalo hoito...

    ar kono cfg thakle ektu post dao...
    Once more into the fray
    Into the last good fight Iíll ever know

    Live and die on this day
    Live and Die on this day

  8. #8
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    Default Re: When will ZX switch to Orange Box ? + dl links

    I just checked again. Amar o dekhi aki kotha gula lekha ashtese but kono problem hocche na. ZX er server e dhuklam, awp_india te. 1 second er jonno jodi 299FPS er niche namto :/ Texture quality significantly reduced. Avas bhai akta 2nd hand GPU kine felen. Any will do, ami sure 100FPS paben even without this cfg.

    ---------- Post added at 15:36 ---------- Previous post was at 15:30 ----------

    Here's another CFG: http://forums.steampowered.com/forum....php?t=1327455

    Updated spanky cfg: http://www.gotgames.com.au/forums/co...-2010-a-84652/

    ---------- Post added at 15:39 ---------- Previous post was at 15:36 ----------

    Btw also try changing this CVAR in the cfg file: mat_queue_mode "X" (X=number of cores you have)

    ---------- Post added at 16:08 ---------- Previous post was at 15:39 ----------

    I just tested the CVAR myself. Had to cap my FPS at 900 to be able to tell the difference. Anyway, mat_queue_mode -1 works best for me. High and stable FPS. Try it out on your setup and see which gives you the most stable FPS. You don't want 500FPS in one area and 100 in another. Stable FPS>higher FPS.

  9. #9
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    Default Re: When will ZX switch to Orange Box ? + dl links

    are amar 8800gt ta moirai to baash ta khailam...
    Once more into the fray
    Into the last good fight Iíll ever know

    Live and die on this day
    Live and Die on this day

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    Default Re: When will ZX switch to Orange Box ? + dl links

    I bought original Orange Box =3=
    Tf2 with Sg is super smooth ;D

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    Default Re: When will ZX switch to Orange Box ? + dl links

    fps_max 120 XD

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    Default Re: When will ZX switch to Orange Box ? + dl links

    Quote Originally Posted by Wintereise View Post
    I bought original Orange Box =3=
    Tf2 with Sg is super smooth ;D
    Eki GP deo khela jai :S

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    Default Re: When will ZX switch to Orange Box ? + dl links

    Quote Originally Posted by aayman_farzand View Post
    Eki GP deo khela jai :S
    or to Qubee -__-

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    Default Re: When will ZX switch to Orange Box ? + dl links

    Quote Originally Posted by aayman_farzand View Post
    Eki GP deo khela jai :S
    60ms to Singapore, I see no reason to not be able to play.
    Refer to dipanzan's post.

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    Default Re: When will ZX switch to Orange Box ? + dl links

    I think some files are missing
    or
    Try reducing your game's graphics.

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    Default Re: When will ZX switch to Orange Box ? + dl links

    Latest cfg from John and Tadaaa...

    Code:
    unbindall
    // Default Commands (resets any junk settings that may exist)
    // *********************************************************
    //
    cl_rumblescale "1.0"
    cl_debugrumble "0"
    cl_team "default"
    cl_class "default"
    cl_detail_max_sway "5"
    cl_detail_avoid_radius "64"
    cl_detail_avoid_force "0.4"
    cl_detail_avoid_recover_speed "0.25"
    cc_linger_time "1.0"
    cc_predisplay_time "0.25"
    cc_subtitles "0"
    cc_lang ""
    cam_snapto "0"
    cam_idealyaw "90"
    cam_idealpitch "0"
    cam_idealdist "64"
    c_maxpitch "90"
    c_minpitch "0"
    c_maxyaw "135"
    c_minyaw "-135"
    c_maxdistance "200"
    c_mindistance "30"
    c_orthowidth "100"
    c_orthoheight "100"
    cl_upspeed "320"
    cl_forwardspeed "400"
    cl_backspeed "400"
    lookspring "0"
    lookstrafe "0"
    joystick "0"
    m_pitch "0.022"
    m_filter "0"
    m_side "0.8"
    m_yaw "0.022"
    m_forward "1"
    m_customaccel "0"
    m_customaccel_scale "0.04"
    m_customaccel_max "0"
    m_customaccel_exponent "1"
    m_mouseaccel1 "0"
    m_mouseaccel2 "0"
    m_mousespeed "1"
    cl_mouselook "1"
    cl_idealpitchscale "0.8"
    net_graph "1"
    net_scale "5"
    net_graphpos "3"
    net_graphsolid "1"
    voice_modenable "1"
    muzzleflash_light "1"
    overview_preferred_mode "1"
    overview_preferred_view_size "600"
    hud_classautokill "1"
    overview_health "1"
    overview_names "1"
    overview_tracks "1"
    overview_locked "1"
    overview_alpha "1.0"
    spec_scoreboard "0"
    cl_spec_mode "3"
    commentary_firstrun "0"
    scene_showfaceto "0"
    ai_report_task_timings_on_limit "0"
    ai_think_limit_label "0"
    npc_height_adjust "1"
    sv_pvsskipanimation "1"
    scene_showlook "0"
    scene_showmoveto "0"
    commentary "0"
    xbox_throttlebias "100"
    xbox_throttlespoof "200"
    xbox_autothrottle "1"
    func_break_max_pieces "15"
    suitvolume "0.25"
    sv_noclipaccelerate "5"
    sv_noclipspeed "5"
    sv_specaccelerate "5"
    sv_specspeed "3"
    sv_specnoclip "1"
    sv_backspeed "0.6"
    joy_wingmanwarrior_centerhack "0"
    joy_axisbutton_threshold "0.3"
    voice_forcemicrecord "1"
    voice_enable "1"
    voice_scale "1.0"
    snd_duckerthreshold "0.15"
    snd_duckerreleasetime "2.5"
    snd_duckerattacktime "0.5"
    snd_ducktovolume "0.55"
    adsp_debug "0"
    dsp_dist_max "1440.0"
    dsp_dist_min "0.0"
    snd_mixahead "0.1"
    snd_musicvolume "0"
    volume "1.0"
    snd_pitchquality "1"
    snd_digital_surround "0"
    vprof_warningmsec "10"
    vprof_unaccounted_limit "0.3"
    vprof_verbose "1"
    vprof_graphheight "256"
    vprof_graphwidth "512"
    texture_budget_background_alpha "128"
    texture_budget_panel_bottom_of_history_fraction ".25"
    texture_budget_panel_height "284"
    texture_budget_panel_width "512"
    texture_budget_panel_y "450"
    texture_budget_panel_x "0"
    budget_panel_height "384"
    budget_panel_width "512"
    budget_panel_y "50"
    budget_panel_x "0"
    budget_background_alpha "128"
    budget_bargraph_range_ms "16.6666666667"
    budget_panel_bottom_of_history_fraction ".25"
    budget_history_range_ms "66.666666667"
    budget_history_numsamplesvisible "100"
    budget_show_history "0"
    budget_show_averages "0"
    budget_show_peaks "1"
    budget_averages_window "30"
    budget_peaks_window "30"
    budget_bargraph_background_alpha "128"
    
    dsp_slow_cpu "0"
    cl_allowupload "1"
    
    r_drawmodelstatsoverlaymax "1.5"
    r_drawmodelstatsoverlaymin "0.1"
    r_ambientfactor "5"
    r_ambientfraction "0.1"
    r_ambientmin "0.3"
    r_ambientboost "0"
    closecaption "0"
    
    
    // Enable Cheats (relax, this enables some CVARS to load, we disable it at the end)
    // *********************************************************
    //
    sv_cheats "1"
    
    
    // Buy Aliases (shortcuts for buying weapons/equipment)
    // *********************************************************
    //
    alias "colt" "buy m4a1"
    alias "ak" "buy ak47"
    alias "mp5" "buy mp5navy"
    alias "deagle" "buy deagle"
    alias "defuse" "buy defuser"
    alias "vest" "buy vest"
    alias "vhelm" "buy vesthelm"
    alias "hegde" "buy hegrenade"
    alias "fbng" "buy flashbang"
    alias "sgnde" "buy smokegrenade"
    
    
    // AMD USERS ONLY (placebo effect, these commands may do nothing. 
    // Note: Delete this section if you use an Intel core
    // *********************************************************
    //
    r_3dnow "1"
    r_sse "1"
    r_sse2 "1"
    r_mmx "1"
    
    
    // Client Commands
    // ***********************************************
    //
    cl_show_splashes "0"			// 		Disables water splashes
    cl_phys_props_enable "1" 		// default 1; 	Must be enabled to be CAL-Legit
    cl_phys_props_max "50" 			// default 300; 50 is legal CAL value
    cl_doll_physics_enable "0		// default 1;
    //cl_minmodels "1"			// default 0; 	(1 playermodel per team)
    cl_ejectbrass "0" 			// default 1;
    cl_show_splashes "0"
    cl_forcepreload "1"
    
    
    // Lighting Settings
    // ***********************************************
    //
    r_dynamic "0"				// default 1; 	Disables dynamic shadows
    r_occlusion "0" 			// default 1;
    r_lightinterp "0"  			// default 5;
    r_shadowmaxrendered "10" 		// default 32;	Only 10 proper shadows will be rendered, rest will be a blur
    r_PhysPropStaticLighting "0" 		// default 1;
    
    // CAL Legal Settings
    r_ambientfraction "0.1"  		// default 0.1;
    r_avglight "1"
    r_avglightmap "0"
    r_lightaverage "1"  			// default 1;
    r_lightcache_numambientsamples "162"
    r_lightstyle "-1"
    r_worldlights "2"
    r_worldlightmin "0.0002"
    r_maxdlights "32"
    r_radiosity "4"
    // End CAL Legal Settings
    
    
    // Materials
    // ***********************************************
    //
    mat_antialias "0"
    mat_bloomscale "0"			// 		Determines amount of HDR
    mat_specular "0"			// 		Disable specular on models
    mat_forceaniso "0"
    mat_bumpmap "0"
    mat_clipz "0"  				// default 0;	If rendering problems occrur, set back to 0
    mat_hdr_enabled "0" 			// default 1;
    mat_hdr_level "0"
    mat_reducefillrate "1"          	// default 0; 	Reduces shader fill rate.
    mat_wateroverlaysize "8"        	// default 128;
    mat_vsync "0"
    mat_colorcorrection "0" 		//		If enabled fps takes a major hit
    mat_shadowstate "0" 			// default 1;
    mat_forcehardwaresync "0" 		// default 0; 	Huge hit on performance if enabled
    mat_monitorgamma "1.6" 			//		Max monitor brightness
    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_fastnobump "1"  			// default 0;
    mat_filterlightmaps "1"  		// default 1;
    mat_mipmaptextures "1" 			// default 1;
    mat_trilinear "0" 			// default 1;
    // mat_dxlevel "95" 			//		Enabling this in config lags apparently
    
    // CAL Legal Settings
    mat_bumpbasis "0"
    mat_surfaceid "0"
    mat_surfacemat "0"
    mat_hdroverbrightrange "16"
    mat_hdr_tonemapscale "1"
    mat_hdr_manual_tonemap_rate "1.0"
    mat_bloomamount_rate "0.05f"
    mat_force_bloom "0"
    mat_leafvis "0"
    mat_yuv "0"
    mat_softwarelighting "0"
    mat_softwareskin "0"
    mat_picmip "0"  			// default 0;
    mat_loadtextures "1"
    // End CAL Legal Settings
    
    
    // Sound Options
    // ***********************************************
    //
    dsp_enhance_stereo "1" 			// default 0;
    snd_async_fullyasync "1"	 	// default 0;
    soundscape_fadetime "9999"  		// default 3;
    soundscape_flush
    
    
    // Violence settings (increases blood to help you see hits better)
    // ***********************************************
    //
    violence_ablood "1"
    violence_agibs "1"
    violence_hblood "1"
    violence_hgibs "1"
    
    
    // Registration Tweaks
    // ***********************************************
    //
    cl_drawmonitors "0" 			// default 1;	If set to 0 it won't display monitors, huge FPS boost in video stress test
    cl_interp "0.01"  			// default 0.1;
    cl_interpolate "1" 			// default 1;
    cl_lagcomp_errorcheck "1" 		// default 0;
    cl_lagcompensation "1" 			// default 1;
    
    
    // Ropes
    // ***********************************************
    //
    rope_smooth_maxalphawidth "0"
    rope_smooth_maxalpha "0"
    rope_smooth_enlarge "0"
    rope_wind_dist "0"
    rope_subdiv "0"
    rope_smooth_minwidth "0"
    rope_smooth_minalpha "0"
    rope_averagelight "0"
    rope_smooth "0"
    rope_shake "0"
    rope_collide "0"
    rope_rendersolid "1"  			// default 1;
    
    
    // Water Tweaks
    // ***********************************************
    //
    r_waterforceexpensive "0"       	// default 1; 	Disables high-quality water.
    r_waterdrawreflection "1"  		// default 1;
    r_waterdrawrefraction "0"  		// default 1;
    r_updaterefracttexture "0" 		// default 1;
    
    
    // Props
    // ***********************************************
    //
    r_decalstaticprops "1"  		// default 1;
    props_break_max_pieces "0"  		// default -1;
    props_break_max_pieces_perframe "0"     // default -1;
    func_break_max_pieces "0" 		// default 15;
    // CAL Legal Settings
    cl_phys_props_enable "1"
    cl_phys_props_max "50" 			// 		and above
    cl_detaildist "1200" 			// 		and above
    cl_detailfade "400"
    r_drawdetailprops "1"  			// default 1;
    r_propsmaxdist "1200"
    // End CAL Legal Settings
    
    
    // Netcode Tweaks
    // ***********************************************
    //
    cl_updaterate "66"
    cl_cmdrate "66"
    rate "30000"
    cl_smooth "1" 				// default 1; 	Causes stuttering effect, tries to fix prediction errors.
    cl_smoothtime "0.01" 			// default 0.1;
    
    
    // Player Model Tweaks
    // ***********************************************
    //
    // CAL Legal Settings
    r_modellodscale "1.0"  			// default 1;
    r_lod "2" 				// default -1;
    r_rootlod "2"  				// default 0;
    // End CAL Legal Settings
    
    r_drawmodeldecals "0"          	 	// default 1;	Disables decals on models
    r_eyemove "0"
    r_teeth "0"
    r_eyesize "0"
    r_eyeshift_z "0"
    r_eyeshift_y "0"
    r_eyeshift_x "0"
    r_eyegloss "0"
    r_eyeglintlodpixels "0"			// default 20;	Detail on eyes
    
    
    // Detail Commands
    // ***********************************************
    //
    mp_decals "25"				// default 200;
    r_decals "75" 				// default 2048;
    r_drawflecks "0" 	        	// default 1;	Disables bullet impacts
    r_3dsky "0" 				// default 1;
    r_renderoverlayfragment "0"  		// default 1;
    r_dopixelvisibility "1"  		// default 1;
    r_flex "0"  				// default 1;
    
    
    // Other CAL commands to make CFG legal
    // ***********************************************
    //
    cl_wpn_sway_interp "0.1"
    cl_wpn_sway_scale "1"
    r_skin "0"
    mat_texture_limit "-1"
    developer "0"
    mat_show_texture_memory_usage "0"
    r_entity "-1"
    mat_showlightmappage "-1"
    mat_debug_autoexposure "0"
    mat_debug_bloom "0"
    mat_debug_postprocessing_effects "0"
    mat_debug_process_halfscreen "0"
    mat_debugalttab "0"
    mat_debugdepth "0"
    mat_debugdepthmode "0"
    mat_debugdepthval "128"
    mat_debugdepthvalmax "256"
    mat_norendering "0"
    net_showevents "0"
    demo_recordcommands "1"
    cl_windspeed "0"
    
    
    // Illegal Commands
    // ****************
    //
    //"mat_debug"                            // Illegal
    //"cl_soundemitter_flush"                // Illegal
    //"cl_soundscape_flush"                  // Illegal
    //"dxlevel"
    //"flush"                                // Illegal
    //"flush_locked"                         // Illegal
    //"wait"                                 // Illegal
    //"+showbudget"                          // Illegal
    //"+showbudget_texture"                  // Illegal
    //"+showbudget_texture_global"           // Illegal
    //"timerefresh"                          // Illegal
    
    
    //"cl_removedecals"
    //"cl_ent_bbox"
    //"cl_ent_absbox"
    //"cl_ent_rbox"
    //"CreateHairball"
    //"cl_soundscape_flush"
    //"playsoundscape"
    //"stopsoundscape"
    //"Test_ProxyToggle_EnsureValue"
    //"r_shadowdir"
    //"r_shadowangles"
    //"r_shadowcolor"
    //"r_shadowdist"
    //"r_shadowblobbycutoff"
    //"testhudanim"
    //"thirdperson"
    //"camortho"
    //"set_screen_effect_param"
    //"cl_soundemitter_flush"
    //"shake_stop"
    //"r_screenoverlay"
    //"viewanim_reset"
    //"viewanim_addkeyframe"
    //"bench_showstatsdialog"
    //"ai_disable"
    //"ai_show_hints"
    //"ai_show_hull"
    //"ai_show_connect"
    //"ai_show_connect_jump"
    //"ai_show_connect_fly"
    //"ai_show_grid"
    //"ai_step"
    //"ai_resume"
    //"ai_next_hull"
    //"ai_nodes"
    //"ai_show_visibility"
    //"ai_show_graph_connect"
    //"npc_bipass"
    //"npc_destroy"
    //"npc_kill"
    //"npc_enemies"
    //"npc_focus"
    //"npc_create"
    //"npc_create_aimed"
    //"npc_destroy_unselected"
    //"npc_freeze"
    //"npc_teleport"
    //"npc_go"
    //"npc_go_random"
    //"npc_reset"
    //"npc_nearest"
    //"npc_route"
    //"npc_select"
    //"npc_combat"
    //"npc_squads"
    //"npc_tasks"
    //"npc_task_text"
    //"npc_conditions"
    //"npc_viewcone"
    //"npc_relationships"
    //"npc_steering"
    //"npc_steering_all"
    //"ai_drop_hint"
    //"ent_name"
    //"ent_text"
    //"ent_bbox"
    //"ent_absbox"
    //"ent_rbox"
    //"ent_attachments"
    //"ent_remove"
    //"ent_remove_all"
    //"ent_setname"
    //"find_ent"
    //"ent_dump"
    //"firetarget"
    //"ent_fire"
    //"ent_info"
    //"ent_messages"
    //"ent_pause"
    //"picker"
    //"ent_pivot"
    //"ent_step"
    //"ent_show_response_criteria"
    //"ent_autoaim"
    //"ent_create"
    //"cast_ray"
    //"cast_hull"
    //"drawline"
    //"drawcross"
    //"buddha"
    //"setmodel"
    //"test_dispatcheffect"
    //"snd_restart"
    //"bug_swap"
    //"noclip"
    //"god"
    //"setpos"
    //"setang"
    //"notarget"
    //"hurtme"
    //"bloodspray"
    //"test_entity_blocker"
    //"respawn_entities"
    //"fadeout"
    //"fadein"
    //"shake"
    //"dumpgamestringtable"
    //"global_set"
    //"nav_check_file_consistency"
    //"nav_remove_unused_jump_areas"
    //"nav_delete"
    //"nav_delete_marked"
    //"nav_split"
    //"nav_make_sniper_spots"
    //"nav_merge"
    //"nav_mark"
    //"nav_unmark"
    //"nav_begin_area"
    //"nav_end_area"
    //"nav_connect"
    //"nav_disconnect"
    //"nav_splice"
    //"nav_crouch"
    //"nav_precise"
    //"nav_jump"
    //"nav_no_jump"
    //"nav_stop"
    //"nav_walk"
    //"nav_run"
    //"nav_avoid"
    //"nav_transient"
    //"nav_dont_hide"
    //"nav_stand"
    //"nav_no_hostages"
    //"nav_strip"
    //"nav_save"
    //"nav_load"
    //"nav_use_place"
    //"nav_place_replace"
    //"nav_place_list"
    //"nav_toggle_place_mode"
    //"nav_set_place_mode"
    //"nav_place_floodfill"
    //"nav_place_pick"
    //"nav_toggle_place_painting"
    //"nav_mark_unnamed"
    //"nav_corner_select"
    //"nav_corner_raise"
    //"nav_corner_lower"
    //"nav_corner_place_on_ground"
    //"nav_warp_to_mark"
    //"nav_ladder_flip"
    //"nav_generate"
    //"nav_generate_incremental"
    //"nav_analyze"
    //"nav_mark_walkable"
    //"nav_clear_walkable_marks"
    //"nav_compress_id"
    //"nav_show_ladder_bounds"
    //"nav_build_ladder"
    //"surfaceprop"
    //"air_density"
    //"givecurrentammo"
    //"ch_createjeep"
    //"ch_createairboat"
    //"prop_debug"
    //"prop_dynamic_create"
    //"prop_physics_create"
    //"ent_rotate"
    //"Test_EHandle"
    //"Test_ProxyToggle_EnableProxy"
    //"Test_ProxyToggle_SetValue"
    //"Test_InitRandomEntitySpawner"
    //"Test_SpawnRandomEntities"
    //"Test_RandomizeInPVS"
    //"Test_RemoveAllRandomEntities"
    //"Test_CreateEntity"
    //"Test_RandomPlayerPosition"
    //"showtriggers_toggle"
    //"kdtree_test"
    //"voxeltree_view"
    //"voxeltree_playerview"
    //"voxeltree_box"
    //"voxeltree_sphere"
    //"collision_test"
    //"wc_create"
    //"wc_destroy"
    //"wc_destroy_undo"
    //"wc_air_node_edit"
    //"wc_air_edit_further"
    //"wc_air_edit_nearer"
    //"wc_link_edit"
    //"endround"
    //"map_showbombradius"
    //"map_setbombradius"
    //"CreatePredictionError"
    //"bot_goto_mark"
    //"nav_check_connectivity"
    //"stopsound"
    //"-showbudget_texture_global"
    //"+showbudget_texture_global"
    //"-showbudget_texture"
    //"+showbudget_texture"
    //"-showbudget"
    //"+showbudget"
    //"spike"
    //"editor_toggle"
    //"prop_crosshair"
    //"perfui"
    //"flush_locked"
    //"flush"
    //"mat_reloadtextures"
    //"mat_reloadallmaterials"
    //"mat_reloadmaterial"
    //"light_crosshair"
    //"recompute_speed"
    //"linefile"
    //"timerefresh"
    //"mat_debug"
    //"mat_suppress"
    //"print_colorcorrection"
    //"colorcorrectionui"
    //"cl_fullupdate"
    //"box"
    //"cl_view"
    //"cl_showents"
    //"bench_upload"
    //"bench_end"
    //"bench_start"
    
    // Disable cheats (to disable you from taking advantage!)
    // ***********************************************
    //
    sv_cheats "0"
    
    
    // 100 Tick commands
    // *********************************************************
    //
    sv_lan 0
    sv_unlag 1 
    sv_maxunlag .5 
    sv_voiceenable 1 
    sv_minrate  10000
    sv_maxrate 30000 // legal values for this setting are between 9999 and 30000
    sv_mincmdrate 30
    sv_maxcmdrate 100
    sv_minupdaterate 30
    sv_maxupdaterate 100
    sv_client_predict 1
    sv_client_min_interp_ratio 1
    sv_client_max_interp_ratio 1
    sv_client_cmdrate_difference 30
    sv_pure 2
    sv_consistency 1
    sv_pausable 1
    
    
    // Key Binds (modify as desired, delete the slashes before bind)
    // *********************************************************
    //
    bind "TAB" "+showscores"
    bind "ESCAPE" "cancelselect"
    bind "SPACE" "+jump"
    bind "," "buyammo1"
    bind "." "buyammo2"
    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 "`" "toggleconsole"
    bind "a" "+moveleft"
    bind "b" "buymenu"
    bind "c" "radio3"
    bind "d" "+moveright"
    bind "e" "+use"
    bind "f" "impulse 100"
    bind "g" "drop"
    bind "i" "showbriefing"
    bind "j" "cheer"
    bind "m" "chooseteam"
    bind "n" "nightvision"
    bind "o" "buyequip"
    bind "q" "lastinv"
    bind "r" "+reload"
    bind "s" "+back"
    bind "t" "impulse 201"
    bind "u" "messagemode2"
    bind "w" "+forward"
    bind "x" "radio2"
    bind "y" "messagemode"
    bind "z" "radio1"
    bind "CTRL" "+duck"
    bind "SHIFT" "+speed"
    bind "F1" "autobuy"
    bind "F2" "rebuy"
    bind "F3" "askconnect_accept"
    bind "F4" "bug"
    bind "F5" "jpeg"
    bind "F6" "save quick"
    bind "F7" "load quick"
    bind "PAUSE" "pause"
    bind "MOUSE1" "+attack"
    bind "MOUSE2" "+attack2"
    bind "MOUSE4" "invprev"
    bind "MOUSE5" "+voicerecord"
    bind "MWHEELDOWN" "+jump"
    bind "MWHEELUP" "use weapon_hegrenade"
    bind "INS" "buy p90"
    bind "HOME" "buy galil"
    bind "PGUP" "buy cv47"
    bind "DEL" "buy mp5"
    bind "END" "buy famas"
    bind "PGDN" "buy m4a1"
    bind "KP_INS" "buyammo1"
    bind "KP_DEL" "buyammo2"
    bind "KP_END" "buy vest"
    bind "KP_DOWNARROW" "buy vesthelm"
    bind "KP_PGDN" "buy flashbang"
    bind "KP_LEFTARROW" "buy hegrenade"
    bind "KP_5" "buy smokegrenade"
    bind "KP_RIGHTARROW" "buy defuser"
    bind "KP_HOME" "buy deagle"
    bind "KP_UPARROW" "buy awp"
    bind "KP_PGUP" "buy scout"
    bind "+" "sizeup"
    bind "-" "sizedown"
    bind "'" "+moveup"
    bind "/" "+movedown"
    
    
    // Personal Preference (modify as desired)
    // ***********************************************
    //
    //budget_show_history "0"         	// default 1;	Disables history graph.
    //cl_downloadfilter "nosounds" 		//		Disables downloading of annoying SFX
    con_enable "1"
    cl_allowdownload "1"
    cl_forcepreload "0"
    
    crosshair "1"
    cl_crosshairscale "25000"
    cl_crosshairalpha "999"
    cl_crosshaircolor "4"  			//		Set color to green (very visible)
    cl_crosshairusealpha 0
    cl_dynamiccrosshair "1"
    cl_scalecrosshair "1"
    cl_crosshairalpha "999"
    cl_crosshairusealpha "1"
    cl_observercrosshair "1"
    
    cl_radaralpha "255" 			// 		Maximum radar brightness
    cl_radartype "1" 			// 		Enables solid radar
    cl_locationalpha "150"
    cl_radar_locked "0"
    
    cl_autohelp "0" 			// default 1;
    cl_autowepswitch "0" 			// default 1;
    
    cl_resend "1.5" 			// default 6;
    cl_c4dynamiclight "1"  			//		Makes the bomb flash brighter to make it easier to see
    
    cl_buy_favorite_quiet "0"
    cl_buy_favorite_nowarn "0"
    cl_righthand "1"
    
    cl_showpos 1
    cl_showfps 1
    
    fps_max "121"
    
    net_graphheight "65" 			// default 60;	Raised height for 800x600
    
    hud_centerid "1"
    hud_fastswitch "1"  			// default 0; 	Enables quick weapon switching
    
    sv_forcepreload "1"  			// default 0; 	Loadtime will inc, on-fly rendering dec. Fps boost
    
    jpeg_quality "100"
    
    showhitlocation "1"  			// default 0;
    
    sensitivity "1.5"
    zoom_sensitivity_ratio 0.8
    
    
    
    // Done loading
    // ***********************************************
    //
    clear
    
    //mat_queue_mode "X"  //pls add the number of processor cores you have in place of "X"..and uncomment them by removing the "//" symbol in the beginning of the line.
    joss kaaj kore....

    66tic.zip
    Once more into the fray
    Into the last good fight Iíll ever know

    Live and die on this day
    Live and Die on this day

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