Showing posts with label counter strike sprays. Show all posts
Showing posts with label counter strike sprays. Show all posts

Thursday, February 21, 2013

SteelSeries Kana Gaming Mouse Counterstrike Global Offensive Edition.

Featuring a CounterStrike: Global Offensive unique design, the SteelSeries Kana CounterStrike: Global Offensive Edition is an optical, ambidextrous mouse designed for all three grip styles: palm, claw and swipe. Based on the SteelSeries Kana mouse, the functionality, ergonomic button layout and size was perfected alongside SteelSeries' professional gaming teams, who also tested and validated the precision and power hidden in the Kana's modest exterior. Make no mistake; this mouse was built for consistency and accuracy even in professional tournament conditions.






You Want More Buttons?

The SteelSeries Kana CS:GO Edition features 2 XL-sized, side buttons (one on each side) for easy rapid-fire. If you choose to not use them, then head over to the SteelSeries Engine to disable.


Ambidextrous

The SteelSeries Kana CS:GO Edition has an ergonomic, ambidextrous design makes it a natural fit for both right and left handed users.

The SteelSeries Engine

The SteelSeries Engine allows you to customize your mouse settings like never before. With the SteelSeries Engine installed you are able to set custom CPI settings, set LED intensity per CPI, program your mouse buttons, set polling rate, record macros, track button usage statistics, set game triggers for profiles, and setup unlimited profiles for all settings.

Lighting with Purpose

The illuminated scroll wheel is both stylish and functional. Utilizing the SteelSeries Engine, the LED intensity can be assigned to indicate the currently active CPI profile.

Easy-to-Adjust CPI

The centrally located toggle button allows you to quickly switch between two sensitivity settings. The pre-defined CPI settings in the Kana CS:GO Edition are used and recommended by professional gamers all over the world. These CPI settings, which reach up to 3200, are also easily adjustable via the SteelSeries Engine.

Stability

The SteelSeries Kana CS:GO Edition is made to be stable on every kind of surface with the help of its top of the line optical sensor. This sensor is also designed to eliminate jitter and provide optimized stability for the user.

Superior Tracking

The SteelSeries Kana CS:GO Edition uses advanced, optical technology that operates at 3600 frames per second and supports stable movement speeds at 130 inches per second. These specs simply say that regardless of your frantic movements, the mouse will consistently deliver, especially for fast-paced FPS games.

System Requirements

Windows 2000
Windows XP
Windows Vista
Windows 7
Mac OS X



Tuesday, June 15, 2010

counter strike source multiplayer networking explained

Source Multiplayer Networking

 Multiplayer games based on the Source Engine use a Client-Server networking architecture. Usually a server is a dedicated host that runs the game and is authoritative about world simulation, game rules, and player input processing. A client is a player's computer connected to a game server. The client and server communicate with each other by sending small data packets at a high frequency (usually 20 to 30 packets per second). A client receives the current world state from the server and generates video and audio output based on these updates. The client also samples data from input devices (keyboard, mouse, microphone, etc.) and sends these input samples back to the server for further processing. Clients only communicate with the game server and not between each other (like in a peer-to-peer application). In contrast with a single player game, a multiplayer game has to deal with a variety of new problems caused by packet-based communication.
Network bandwidth is limited, so the server can't send a new update packet to all clients for every single world change. Instead, the server takes snapshots of the current world state at a constant rate and broadcasts these snapshots to the clients. Network packets take a certain amount of time to travel between the client and the server (i.e. the ping time). This means that the client time is always a little bit behind the server time. Furthermore, client input packets are also delayed on their way back, so the server is processing temporally delayed user commands. In addition, each client has a different network delay which varies over time due to other background traffic and the client's framerate. These time differences between server and client causes logical problems, becoming worse with increasing network latencies. In fast-paced action games, even a delay of a few milliseconds can cause a laggy gameplay feeling and make it hard to hit other players or interact with moving objects. Besides bandwidth limitations and network latencies, information can get lost due to network packet loss.
Time differences between client and server
To cope with all these issues introduced by network communication, the Source engine uses multiple techniques to solve these problems, or at least make them less visible to the player. These techniques include data compression, interpolation, prediction, and lag compensation. These techniques are tightly coupled, and changes made within one system may affect other systems. This document describes the general functionality of these systems and how they work together.

Basic networking

The server simulates the game in discrete time steps called ticks. By default, 66 ticks per second are simulated, but mods can specify their own tickrate. For example Counter-Strike: Source uses a lower tickrate of 33 ticks/second to reduce the server CPU load. During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client. The server admin may override the default tickrate with the -tickrate command line parameter, though tickrate changes done this way are not recommended because the mod may not work as designed if its tickrate is changed.
Clients usually have only a limited amount of available bandwidth. In the worst case, players with a modem connection can't receive more than 5 to 7 KB/sec. If the server tried to send them updates with a higher data rate, packet loss would be unavoidable. Therefore, the client has to tell the server its incoming bandwidth capacity by setting the console variable rate (in bytes/second). This is the most important network variable for clients and it has to be set correctly for an optimal gameplay experience. The client can request a certain snapshot rate by changing cl_updaterate (default 20), but the server will never send more updates than simulated ticks or exceed the requested client rate limit. Server admins can limit data rate values requested by clients with sv_minrate and sv_maxrate (both in bytes/second). Also the snapshot rate can be restricted with sv_minupdaterate and sv_maxupdaterate (both in snapshots/second).
The client creates user commands from sampling input devices with the same tick rate that the server is running with. A user command is basically a snapshot of the current keyboard and mouse state. But instead of sending a new packet to the server for each user command, the client sends command packets at a certain rate of packets per second (usually 30). This means two or more user commands are transmitted within the same packet. Clients can increase the command rate with cl_cmdrate. This will increase responsiveness but requires more outgoing bandwidth, too.
Game data is compressed using delta compression to reduce network load. That means the server doesn't send a full world snapshot each time, but rather only changes (a delta snapshot) that happened since the last acknowledged update. With each packet sent between the client and server, acknowledge numbers are attached to keep track of their data flow. Usually full (non-delta) snapshots are only sent when a game starts or a client suffers from heavy packet loss for a couple of seconds. Clients can request a full snapshot manually with the cl_fullupdate command.
Responsiveness, or the time between user input and its visible feedback in the game world, are determined by lots of factors, including the server/client CPU load, simulation tickrate, data rate and snapshot update settings, but mostly by the network packet traveling time. The time between the client sending a user command, the server responding to it, and the client receiving the server's response is called the latency or ping (or round trip time). Low latency is a significant advantage when playing a multiplayer online game. Techniques like prediction and lag compensation try to minimize that advantage and allow a fair game for players with slower connections. Tweaking networking setting can help to gain a better experience if the necessary bandwidth and CPU power is available. We recommend keeping the default settings, since improper changes may cause more negative side effects than actual benefits.

Entity interpolation

By default, the client receives about 20 snapshot per second. If the objects (entities) in the world were only rendered at the positions received by the server, moving objects and animation would look choppy and jittery. Dropped packets would also cause noticeable glitches. The trick to solve this problem is to go back in time for rendering, so positions and animations can be continuously interpolated between two recently received snapshot. With 20 snapshots per second, a new update arrives about every 50 milliseconds. If the client render time is shifted back by 50 milliseconds, entities can be always interpolated between the last received snapshot and the snapshot before that.
Source defaults to an interpolation period ('lerp') of 100-milliseconds (cl_interp 0.1); this way, even if one snapshot is lost, there are always two valid snapshots to interpolate between. Take a look at the following figure showing the arrival times of incoming world snapshots:
Interpolation 
timeline
The last snapshot received on the client was at tick 344 or 10.30 seconds. The client time continues to increase based on this snapshot and the client frame rate. If a new video frame is rendered, the rendering time is the current client time 10.32 minus the view interpolation delay of 0.1 seconds. This would be 10.22 in our example and all entities and their animations are interpolated using the correct fraction between snapshot 340 and 342.
Since we have an interpolation delay of 100 milliseconds, the interpolation would even work if snapshot 342 were missing due to packet loss. Then the interpolation could use snapshots 340 and 344. If more than one snapshot in a row is dropped, interpolation can't work perfectly because it runs out of snapshots in the history buffer. In that case the renderer uses extrapolation (cl_extrapolate 1) and tries a simple linear extrapolation of entities based on their known history so far. The extrapolation is done only for 0.25 seconds of packet loss (cl_extrapolate_amount), since the prediction errors would become too big after that.
Entity interpolation causes a constant view "lag" of 100 milliseconds by default (cl_interp 0.1), even if you're playing on a listenserver (server and client on the same machine). This doesn't mean you have to lead your aiming when shooting at other players since the server-side lag compensation knows about client entity interpolation and corrects this error.
Tip:More recent Source games have the cl_interp_ratio cvar. With this you can easily and safely decrease the interpolation period by setting cl_interp to 0, then increasing the value of cl_updaterate (the useful limit of which depends on server tickrate). You can check your final lerp with net_graph 1.
Note:If you turn on sv_showhitboxes (not available in Source 2009) you will see player hitboxes drawn in server time, meaning they are ahead of the rendered player model by the lerp period. This is perfectly normal!

Input prediction

Lets assume a player has a network latency of 150 milliseconds and starts to move forward. The information that the +FORWARD key is pressed is stored in a user command and send to the server. There the user command is processed by the movement code and the player's character is moved forward in the game world. This world state change is transmitted to all clients with the next snapshot update. So the player would see his own change of movement with a 150 milliseconds delay after he started walking. This delay applies to all players actions like movement, shooting weapons, etc. and becomes worse with higher latencies.
A delay between player input and corresponding visual feedback creates a strange, unnatural feeling and makes it hard to move or aim precisely. Client-side input prediction (cl_predict 1) is a way to remove this delay and let the player's actions feel more instant. Instead of waiting for the server to update your own position, the local client just predicts the results of its own user commands. Therefore, the client runs exactly the same code and rules the server will use to process the user commands. After the prediction is finished, the local player will move instantly to the new location while the server still sees him at the old place.
After 150 milliseconds, the client will receive the server snapshot that contains the changes based on the user command he predicted earlier. Then the client compares the server position with his predicted position. If they are different, a prediction error has occurred. This indicates that the client didn't have the correct information about other entities and the environment when it processed the user command. Then the client has to correct its own position, since the server has final authority over client-side prediction. If cl_showerror 1 is turned on, clients can see when prediction errors happen. Prediction error correction can be quite noticeable and may cause the client's view to jump erratically. By gradually correcting this error over a short amount of time (cl_smoothtime), errors can be smoothly corrected. Prediction error smoothing can be turned off with cl_smooth 0.
Predicting an object's behavior only works if the clients knows the same rules and state of the object as the server. That's usually not the case since the server knows more internal information about objects than the clients do. Clients see only a small part of the world and just get enough information to render objects. Therefore, prediction works only for your own player, and the weapons controlled by you. Proper prediction of other players or interactive objects is not possible on the client at this point.

Lag compensation

All source code for lag compensation and view interpolation is available in the Source SDK.
Let's say a player shoots at a target at client time 10.5. The firing information is packed into a user command and sent to the server. While the packet is on its way through the network, the server continues to simulate the world, and the target might have moved to a different position. The user command arrives at server time 10.6 and the server wouldn't detect the hit, even though the player has aimed exactly at the target. This error is corrected by the server-side lag compensation)
The lag compensation system keeps a history of all recent player positions for one second. If a user command is executed, the server estimates at what time the command was created as follows:
Command Execution Time = Current Server Time - Packet Round-Trip-Time - Client View Interpolation
Then the server moves all other players - only players - back to where they were at the command execution time. The user command is executed and the hit is detected correctly. After the user command has been processed, the players revert to their original positions.
Note:Since entity interpolation is included in the equation, failing to have it on can cause undesired results.
On a listen server you can enable sv_showimpacts 1 to see the different server and client hitboxes:
Visualisation of lag compensation: server and
 client hitboxes
This screenshot was taken on a listen server with 200 milliseconds of lag (using net_fakelag), right after the server confirmed the hit. The red hitbox shows the target position on the client where it was 100 milliseconds ago. Since then, the target continued to move to the left while the user command was travelling to the server. After the user command arrived, the server restored the target position (blue hitbox) based on the estimated command execution time. The server traces the shot and confirms the hit (the client sees blood effects).
Client and server hitboxes don't exactly match because of small precision errors in time measurement. Even a small difference of a few milliseconds can cause an error of several inches for fast-moving objects. Multiplayer hit detection is not pixel perfect and has known precision limitations based on the tickrate and the speed of moving objects. Increasing the tickrate does improve the precision of hit detection, but also requires more CPU, memory, and bandwidth capacity for server and clients.
The question arises, why is hit detection so complicated on the server? Doing the back tracking of player positions and dealing with precision errors while hit detection could be done client-side way easier and with pixel precision. The client would just tell the server with a "hit" message what player has been hit and where. We can't allow that simply because a game server can't trust the clients on such important decisions. Even if the client is "clean" and protected by Valve Anti-Cheat, the packets could be still modified on a 3rd machine while routed to the game server. These "cheat proxies" could inject "hit" messages into the network packet without being detected by VAC (a "man-in-the-middle" attack).
Network latencies and lag compensation can create paradoxes that seem illogical compared to the real world. For example, you can be hit by an attacker you can't even see anymore because you already took cover. What happened is that the server moved your player hitboxes back in time, where you were still exposed to your attacker. This inconsistency problem can't be solved in general because of the relatively slow packet speeds. In the real world, you don't notice this problem because light (the packets) travels so fast and you and everybody around you sees the same world as it is right now.

Net graph

The Source engine offers a couple of tools to check your client connection speed and quality. The most popular one is the net graph, which can be enabled with net_graph 2 (or +graph). Incoming packets are represented by small lines moving from right to left. The height of each line reflects size of a packet. If a gap appears between lines, a packet was lost or arrived out of order. The lines are color-coded depending on what kind of data they contain.
Under the net graph, the first line shows your current rendered frames per second, your average latency, and the current value of cl_updaterate. The second line shows the size in bytes of the last incoming packet (snapshots), the average incoming bandwidth, and received packets per second. The third line shows the same data just for outgoing packets (user commands).
net_graph output

Optimizations

The default networking settings are designed for playing on dedicated server on the Internet. The settings are balanced to work well for most client/server hardware and network configurations. For Internet games the only console variable that should be adjusted on the client is "rate", which defines your available bytes/second bandwidth of your network connection. Good values for "rate" is 4500 for modems, 6000 for ISDN, 10000 DSL and above.
In an high-performance network environment, where the server and all clients have the necessary hardware resources available, it's possible to tweak bandwidth and tickrate settings to gain more gameplay precision. Increasing the server tickrate gernally improves movement and shooting precision but comes with a higher CPU cost. A CS:S server running with tickrate 100 generates about 3x more CPU load then a default tickrate 33 server. That can cause serious calculation lags, especially when lots of people are shooting at the same time. It's not suggested to run a game server with a higher tickrate then 66 to reserve necessary CPU resources for critical situations.
If the game server is running with a higher tickrate, clients can increase their snapshot update rate (cl_updaterate) and user command rate (cl_cmdrate), if the necessary bandwidth (rate) is available. The snapshot update rate is limited by the server tickrate, a server can't send more then one update per tick. So for a tickrate 66 server, the highest client value for cl_updaterate would be 66. If you increase the snapshot rate and encounter packet loss or choke, you have to turn it down again. With an increased cl_updaterate you can also lower the view interpolation delay (cl_interp). The default interpolation delay is 0.1 seconds, which derives from the default cl_updaterate 20. View interpolation delay gives a moving player a small advantage over a stationary player since the moving player can see his target a split second earlier. This effect is unavoidable, but it can be reduced by decreasing the view interpolation delay. If both players are moving, the view lag delay is affecting both players and nobody has an advantage.
The relation between snapshot rate and view interpolation delay is the following:
Source Engine v7 (CSS - HL2DM) view interpolation delay = cl_interp_ratio / cl_updaterate
For example, if your client receives 66 update per second and the interp ratio is 2, your view interpolation delay will be 0.03 s. This way your view interpolation lag is lowered from 100ms to 30ms. cl_interp was disabled on the Source Engine v7, you need to use cl_interp_ratio and cl_updaterate to set the view interpolation delay. Removing the view interpolation lag completely by turning it off (cl_interpolate 0) will not work and cause jittery animations and worse hit detection.
Source Engine v14/v15 / Orange Box Engine (TF2 - DoD S) + Left 4 Dead Engine cl_interp = cl_interp_ratio / cl_updaterate
For example, if your client receives 66 update per second and the interp ratio is 2, you can set cl_interp to 0.03. This way your view interpolation lag is lowered from 100ms to 30ms. Here, cl_interp_ratio is acting as a "limiter" of the cl_interp value. It is not possible to turn off the view interpolation lag on the Orange Box Engine.



Tips

Don't change console settings unless you are 100% sure what you are doing
Most "high-performance" setting cause exactly the opposite effect, if the server or network can't handle the load.
Don't turn off view interpolation and/or lag compensation
It will not improve movement or shooting precision.
Optimized setting for one client may not work for other clients
Do not just use settings from other clients without verifing them for your system.
If you follow a player in "First-Person" as a spectator in a game or SourceTV, you don't exactly see what the player sees
Spectators see the game world without lag compensation.

Tuesday, May 25, 2010

counter strike source low end computer frames per second (fps) guide

TUTORIAL:CS:S for low end users (FPS help)

This tutorial is intended for people with low end machines, which can be qualified as machines with some type of 1.7 gigahertz processor or below, an agp slot - mostly towards 4x, or an nVidia 5900 series or below card or an ATI 9600 series or below (although you may also want to copy and paste the following link for the VALVe hardware assesment service)

steam://support/?Issues=*

. It is separated into six sections:
  1. Graphic Card Drivers
  2. Command Line Settings
  3. Automatically Executed Configuration
  4. Setting Priorities
  5. In game settings.
  6. Other Helpful links

It is intended to get the maximum playability for those who can not afford to upgrade; it is not going to make a pretty game with all the bells and whistles, rather, it will turn them ALL OFF. Your game, when done, will now graphically resemble CS 1.6, but hopefully will be more playable in Source. This tutorial is not intended for users who already have a decent machine and just want to "squeeze out a few more fps", rather, it's for players who have fps problems. I hope it helps. This tutorial can easily be modified to work on all Source games, not just CS: S. This tutorial is not the end all be all of tutorials, it is only here for help. If you find it helpful, great, if you find something in it that does not work for you, feel free to let me know what doesn't seem to work and why in this thread. Computers are very different from one another, there is no generic single solution for everyone. Nothing is 100% and neither is this tutorial. Feel free to add your own tweaks or recommendations to this thread.

**Note** THIS TUTORIAL PROBABLY WON'T HELP IF YOU DON'T HAVE AT LEAST THE MINIMUM SPECS

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1.) Graphic Card Drivers

BE SURE TO HAVE DirectX 9.0c INSTALLED. NOT SURE WHAT VERSION YOU HAVE? CLICK START-> RUN-> TYPE IN DXDIAG. THIS WILL TELL YOU RIGHT AWAY

Older cards require older drivers. Just because a new driver was released doesn't mean you should install it. They won't help geForce F/X or ati 9600 or below series owners, and may in fact hinder you. I think nVidia put it best, on this one. Guru3d has a great database of graphics drivers for everything, and an awesome forum to help you identify which drivers you need(although for older nVidia users I recommend the 79.11 drivers). Check them out at: http://www.guru3d.com

But, be sure to use the software removal tools for any drivers. There are some on Guru of 3D although I've also heard good things about Driver Cleaner, too. When you've downloaded and installed the driver removal tool of your choice, and after you've downloaded but before you've installed the new driver, be sure to:
  • open Control Panel-> Add/remove Software-> find your card's drivers -> remove
  • Reboot in Safe Mode ->tap the f8 key while rebooting to get this option
  • Run the driver removal tool of your choice
  • Reboot normally
  • Install your new driver

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2.) Command Line Settings

THESE ARE EASY TO UNDO

First, start Steam. (Figure 2 shows DoD:S, substitute CS:S instead)
  • Then, right click on the Steam icon in the lower right hand corner Figure 1.
  • Select Games Figure 1.
  • Right click on Counter Strike : Source Figure 2.
  • Click Properties
  • Click Set Launch Options Figure 2.
  • enter in the following commands, the only spaces being between the commands as well as the command values Figure 2.:


Set the amount of ram used by Steam*. it is recommended to use 1/2 your available ram - so for the following:
Code:
-heapsize 
  • Ram - Heapsize
  • 2 gigs - 1048576
  • 1 gig - 524288
  • 512 megs - 262144
  • 256 megs - 131072
  • 128 megs - 65536 (you should consider buying more ram)
*VALVe has said that this doesn't control
the same resources it did in Half-Life. For more
information read this.

Specify the DirectX level used by the game.**
Code:
-dxlevel 
  • DxLevel - Number
  • 9.0c - 90 (really unnecessary if you are already fine)
  • 8.1 - 81
  • 8.0 - 80
  • 7.0 - 70 (recommended for very low-end, although leagues consider this a cheat, for which I can understand.)

**Also, once set, you should remove this command from the launch options before
the next time you play.
That way, if you've made any video setting changes
from the game engine after this, it will save and not reset itself each time.


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3.) Automatically Executed Configuration

TO UNDO THESE, RENAME OR DELETE THE AUTOEXEC.CFG FILE, THEN START THE GAME. OPEN YOUR CONSOLE ANDTYPE IN THE FOLLOWING -
-autoconfig
Thanks, Bazooka


Copy the following code (Thanks, Casey) and paste it into windows notepad. Name it autoexec.cfg and save it in your Steam directory - in one of two places (I have been made aware of two different directory structures - I believe it depends on how old your Steam installation is - if you don't have one path you most likely have the other, unless you made a custom path)
c:\Program Files\Steam\ . . .counter-strike source\hl2\cfg\
or
c:\Program Files\Steam\ . . .counter-strike source\cstrike\cfg\
directory.
**Note**Both the r_drawdetailprops and the r_propsmaxdist are considered cheats in most leagues, so do not include these if you play in CAL, TPG, BFE, or ViE **

Here are the commands, with a brief explanation (to activate or de-activate certain lines, simply comment or un-comment them by adding or removing "//" in front of the actual command. when the two forward slashes are there, like "//mat_dxlevel 60" that means it's not going to be read by the computer.):
Code:
// 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
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4.) Setting Priorities

THIS IS NOT RECOMMENDED FOR EVERYONE, AS ON SOME SYSTEMS IT CAN DESTABILIZE THINGS.
  • Launch CS:S. Wait for it to fully load.
  • hit ctrl+alt+del.
  • In the taskmanager window, hit the processes tab.
  • Find Steam.
  • Select it, right click it-> set priority-> below normal.
  • Close the Taskmanager, alt+tab back into game.


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5.) In Game Settings

THESE ARE THE EASIST TO EDIT, BUT BE SURE AFTER YOU SET THESE AND SUCCESSFULLY TEST THEM TO REMOVE THE DXLEVEL SWITCH FROM YOUR LAUNCH OPTIONS IF YOU HAVE ENABLED IT, OTHERWISE THEY WILL RESET.

Video Qualities
  • Start CS:S.
  • Click Options Figure 3.
  • Make sure your screen resolution is set to a smaller size, like 640 x 480 or 800x 600 Figure 3.
  • Click advanced. make everything low or off, except leave the texture filtering to trilinear unless you have a graphics card older than 3 years, in which case you most likely need bilinear, and should really consider an inexpensive upgrade. Figure 3.
  • Apply.


Sound Quality

  • Also, on some machines, certain soundcards, especially board integrated sound cards, rely too much on the cpu. Try setting your sound quality to medium or low.
  • ->Options->audio Fig.4

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6.) Other Helpful Links


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Tuesday, May 18, 2010

The MarkC Windows 7 Mouse Acceleration Fix

The 'MarkC Windows 7 Mouse Acceleration Fix' is available for download from this link:
http://www.filefront.com/16049577/MarkC_Windows7_MouseFix.zip (version 2.1)
For help for the fix, visit the ESReality MarkC Windows 7 Mouse Acceleration Fix page:
http://www.esreality.com/?a=post&id=1846538
Members of HardForum.com:
I cannot answer any questions you ask on hardforum because I was banned from hardforum for posting my fix.
For support for this fix, please visit ESREALITY using the link above.
Members of HardForum.com:
I cannot answer any questions you ask on hardforum because I was banned from hardforum for posting my fix.
For support for this fix, please visit ESREALITY using the link above.

What is it?

It is a registry file that removes Windows 7 mouse pointer acceleration.
It is like the CPL Mouse Fix and Cheese Mouse Fix, but gives exactly 1-to-1 mouse to pointer response for Windows 7.
Exactly 1-to-1 means no discarded or delayed mouse input while game playing.

How do you use it?

  • Find the display DPI that you currently use:
    Click Start, click Control Panel, select Appearance and Personalization, select Display.
    See if you have 100% or 125% or 150% selected.
  • Open the ZIP file at the link above.
  • Select the REG file that matches the DPI% you use and Double-click it.
  • Answer Yes, OK to the prompts that appear.
    (See below for non-Administrator account use.)
  • Reboot or Log off to apply the fix (you have to reboot or Log off).
  • Enjoy exactly 1-to-1 mouse to pointer response!

Why do you need the fix?

If you don't know you need it, then you don't need it!
Some older games, such as Half-Life 1, Counter-Strike 1.x, Quake, Quake 2, Unreal and others, while they are active and running, call a Windows function intending to disable variable mouse acceleration by forcing ALL movement to be accelerated by the same amount (doubled).
On Windows 2000 and earlier, that removed all variable acceleration.
Pointing and aiming in those games was OK, because the mouse response was then linear (all movement was accelerated by the same amount; it was doubled).
In XP, Vista and Windows 7, Microsoft changed how mouse pointer acceleration worked.
Now when those games call the function (asking that all movement be accelerated), Windows enables the mouse 'Enhance pointer precision' feature, which adds mouse acceleration using a varying curve to control the mouse response. (It enables it even if you have it turned off in the Control Panel Mouse settings.)
With 'Enhance pointer precision' enabled, slower mouse movements make the pointer go extra slow and faster mouse movements make the pointer go extra fast. It is not linear and not straightline.
This is annoying, because where you are aiming at depends on how far you move your mouse, and also on how fast you moved the mouse to aim.

How does the fix work?

It redefines the curve used by the 'Enhance pointer precision' feature to be a completely straight line. The slope of the line is tuned so that every on-mouse-pad mouse movement is turned into exactly the same amount of on-screen pointer movement.

How do you know the fix is working?

You can test if it is working by temporarily turning on the 'Enhance pointer precision' feature and see how the mouse responds.
(NOTE: Only turn 'Enhance pointer precision' on for testing: it should normally be set OFF.)
If you have 'Enhance pointer precision' OFF, then the fix will not be active (but it will be waiting to be activated when needed).
Just as some games turn it on when you don't want them to, we can turn it on manually to test that the fix is working properly.
  • Go to Control Panel, and select Hardware and Sound, then click Mouse. Select 'Pointer options' and check-ON/enable the 'Enhance pointer precision' option.
  • See how the mouse responds.
  • If you want, you can run the MouseMovementRecorder.exe program that is included in the ZIP file to see that the mouse and pointer movements are 1-to-1 and always the same.
    (The numbers in the MOUSE MOVEMENT column should be the same as the numbers in the POINTER MOVEMENT column. Any differences will appear in green or red.If you do sometimes see differences, also test with 'Enhance pointer precision' OFF, in case the problem is with Windows or MouseMovementRecorder.exe rather than a problem with the fix.)
  • Turn the 'Enhance pointer precision' option OFF when you have finished testing.

Does my game need a mouse fix?

You can test your game to see if it turns 'Enhance pointer precision' ON, and needs a mouse fix.
  • Turn the 'Enhance pointer precision' option OFF,
  • Run Mouse Movement Recorder (included in the ZIP file),
  • Run your game and look at the 'EnPtPr' column footer at the bottom of the Mouse Movement Recorder window.
    If it is displayed with a red background then the game has turned acceleration ON and needs a mouse fix.

Is this fix different from the Cheese Mouse Fix?

The 'Enhance pointer precision' option works slightly differently in Windows 7 than it does in XP and Vista.
The Cheese Mouse Fix gives exactly 1-to-1 mouse response for Windows XP and Windows Vista.
The MarkC Mouse Fix gives exactly 1-to-1 mouse response for Windows 7.
(Note: Both fixes need the Control Panel 'pointer speed' slider set to the 6th, middle position to give exact 1-to-1.)

But I don't use the middle 6/11 pointer speed setting?

If you want exact 1-to-1 in-game response when the pointer speed slider is not in the 6/11 position, or you have a custom display DPI, see the MarkC Mouse Fix Builder, which works for Windows 7, Vista and XP.
For those older games that turn acceleration on, it gives the same response as position 6/11 does (1-to-1), without having to move the pointer speed slider to 6/11.
The MarkC Windows 7 + Vista + XP Mouse Acceleration Fix Builder

How do you remove it?

  • Open the ZIP file at the link above.
  • Select 'WindowsDefault.reg' and Double-click it.
  • Answer Yes, OK to the prompts that appear.
  • Reboot or Log off.

Loading the fix with a non-Administrator account

On Windows 7, when adding the mouse acceleration fix to the registry, you may get this error message:
"Cannot import (filename).reg: Not all data was successfully written to the registry."
This error happens because part of the fix turns off acceleration for the Welcome screen (the log on screen).
If you use the Welcome screen (or the Windows Log in dialog) and acceleration is NOT turned off for the Welcome screen, then the MarkC fixes have a 1 pixel / 1 mouse count error when the mouse changes direction left/right or up/down.
You can remove this 1 mouse count error by any of these methods:
  • Run Disable_WelcomeScreen+Login_Accel.CMD as Administrator (Right-click > Run as administrator).
  • Add/Merge Disable_WelcomeScreen+Login_Accel.reg to the registry while logged in as an administrator.
  • Run RegEdit.exe and edit 'HKEY_USERS\.DEFAULT\Control Panel\Mouse\MouseSpeed' to 0 (zero), while logged in as an administrator.
  • Not moving or touching the mouse while using the Welcome screen (use arrow keys to select the user and Enter key to log in).
  • Ignoring the 1 mouse count error! It's only a single count: You won't notice it.

Saturday, March 14, 2009

counter strike source: cs 1.6: css: script making 101.

1. Setup
2. Entering Commands
3. Weapon Bind Names
4. Radio Bind Names
5. Key Bind Names
6. Important Notes
7. Sample Autoexec



=========
* Setup *
=========
First, we'll need to make an autoexec file for your binds to go in...

- Open up the:

C:\Valve\Steam\Steamapps\youremail\counter-strike source\cstrike\cfg

folder.

- Right-Click anywhere in the folder, from the pop-up list go to New >>> Text
Document.

*** Use Notepad for creating / editing your configs to prevent any possible
problems ***

- Once you open up the new text file, go to File >>> Save As...

- For the File name: "autoexec.cfg"

- For the Save as type: "All Files (*.*)"

- For the Encoding: ANSI

- Once it's saved it will create a NEW document called an autoexec.cfg, this is
where you will enter in your commands.


=====================
* Entering Commands *
=====================
- Now, here's how the buy scripting works in Source. First type which key that
you want to bind (for this example we will use f1):

bind f1

- Now, decide which weapon you would like f1 to buy, we'll use the AK-47:

bind f1 "buy ak47"

- And that's it...of course there's more things you can add such as buying
Primary Ammo, Kevlar, Grenades, etc. So we'll do one so that we buy an
AK-47, Primary Ammo, Kevlar, and a HE grenade:

bind f1 "buy ak47; buy primammo; buy vest; buy hegrenade"

- You can also combine 2 different team specific weapons into the same binds.
Like the AK-47 and M4A1:

bind f1 "buy ak47; buy m4a1; buy primammo; buy vest; buy hegrenade"

- The following formats can be used and your scripts will still function
properly:

bind f1 "buy ak47; buy primammo; buy vest; buy hegrenade"
bind "f1" "buy ak47; buy primammo; buy vest; buy hegrenade"
bind F1 "buy ak47; buy primammo; buy vest; buy hegrenade"
bind f1 "buy AK47; buy PRIMAMMO; buy VEST; buy HEGRENADE"
bind f1 "buy ak47;buy primammo;buy vest;buy hegrenade"

- You can also add text headers in your autoexec in order to keep different
types of binds separated and labeled. Just add "//" to the beginning to make
sure that the game doesn't try to read it as a command. The following is an
example:

//Weapon Binds
bind f1 "buy ak47; buy m4a1; buy primammo; buy vest; buy hegrenade"
bind f2 "buy sg552; buy aug; buy primammo; buy vest; buy hegrenade"

//Game Configs
cl_showfps 1
cl_smooth 0


=====================
* Weapon Bind Names *
=====================
Here is the list of the weapons and equipment you can buy and their proper
bind name...also note that these are the real weapon names and not the fake
VGUI weapon names just in case you're wondering why they're listed differently
here.

- Pistols:

"Glock18 Select Fire" - glock
"H&K USP .45 Tactical" - usp
"SIG P228" - p228
"Desert Eagle" - deagle
"FN Five-Seven" - fiveseven
"Dual Beretta 96G Elite" - elite

- Shotguns:

"Benelli M3 Super90" - m3
"Benelli XM1014" - xm1014

- Submachine Guns:

"Steyr Tactical Machine Pistol" - tmp
"Ingram MAC-10" - mac10
"H&K MP5-Navy" - mp5navy
"H&K UMP45" - ump45
"FN P90" - p90

- Assault Rifles:

"Galil" - galil
"Famas" - famas
"AK-47" - ak47
"Colt M4A1 Carbine" - m4a1
"SIG SG-552 Commando" - sg552
"Steyr Aug" - aug

- Sniper Rifles:

"Steyr Scout" - scout
"SIG SG-550 Sniper" - sg550
"AI Arctic Warfare/Magnum" - awp
"H&K G3/SG-1 Sniper Rifle" - g3sg1

- Machine Gun:

"FN M249 Para" - m249

- Ammunition:

"Primary Ammo" - primammo
"Secondary Ammo" - secammo

- Equipment:

"Kevlar Vest" - vest
"Kevlar Vest & Helmet" - vesthelm
"Flashbang" - flashbang
"HE Grenade" - hegrenade
"Smoke Grenade" - smokegrenade
"Defuse Kit" - defuser
"NightVision Goggles" - nvgs


====================
* Radio Bind Names *
====================
You can also bind radio commands now, here is the list of the radio messages
and their proper bind name...

- Radio A:

"Cover Me" - coverme
"You Take the Point" - takepoint
"Hold This Position" - holdpos
"Regroup Team" - regroup
"Follow Me" - followme
"Taking Fire, Need Assistance" - takingfire

- Radio B:

"Go" - go
"Fall Back" - fallback
"Stick Together Team" - sticktog
"Get in Position" - getinpos
"Storm the Front" - stormfront
"Report In" - report

- Radio C:

"Affirmative/Roger" - roger
"Enemy Spotted" - enemyspot
"Need Backup" - needbackup
"Sector Clear" - sectorclear
"I'm in Position" - inposition
"Reporting In" - reportingin
"She's gonna Blow!" - getout
"Negative" - negative
"Enemy Down" - enemydown


==================
* Key Bind Names *
==================
Here is the list of the keyboard keys you can bind and their proper bind
name...


[Esc ] [F1] [F2] [F3] [F4] [F5] [F6] [F7] [F8] [F9] [F10] [F11] [F12]

[`] [1] [2] [3] [4] [5] [6] [7] [8] [9] [0] [-] [=] [Backspace]

[ Tab ] [Q] [W] [E] [R] [T] [Y] [U] [I] [O] [P] [{] [}] [ \ ]

[ CAPS ] [A] [S] [D] [F] [G] [H] [J] [K] [L] [;] ['] [ Enter ]

[ Shift ] [Z] [X] [C] [V] [B] [N] [M] [,] [.] [/] [ Shift ]

[Ctrl] [N/A] [Alt] [ Space Bar ] [Alt] [N/A] [N/A] [Ctrl]


Keyboard Key Key Bind Name
------------ -------------
Space Bar - space
Caps Lock - capslock
Escape - escape
F1 - f1
F2 - f2
F3 - f3
F4 - f4
F5 - f5
F6 - f6
F7 - f7
F8 - f8
F9 - f9
F10 - f10
F11 - f11
F12 - f12
Pause - pause
Left Quote - `
Hyphen - -
Equals Sign - =
Backspace - backspace
Tab Key - tab
Left Bracket - ]
Right Bracket - [
Forward Slash - /
Semicolon - semicolon
Right Quote - '
Back Slash - \
Shift Key - shift
Enter - enter
Comma - ,
Control - ctrl
Alt - alt
One - 1
Two - 2
Three - 3
Four - 4
Five - 5
Six - 6
Seven - 7
Eight - 8
Nine - 9
Zero - 0
A - a
B - b
C - c
D - d
E - e
F - f
G - g
H - h
I - i
J - j
K - k
L - l
M - m
N - n
O - o
P - p
Q - q
R - r
S - s
T - t
U - u
V - v
W - w
X - x
Y - y
Z - z
Up Arrow - uparrow
Down Arrow - downarrow
Right Arrow - rightarrow
Left Arrow - leftarrow
Insert - ins
Home - home
Page Up - pgup
Page Down - pgdn
Delete - del
End - end
Mouse Button 1 - mouse1
Mouse Button 2 - mouse2
Mouse Button 3 - mouse3
Mouse Button 4 - mouse4
Mouse Button 5 - mouse5
Mouse Wheel Up - mwheelup
Mouse Wheel Down - mwheeldown


Keypad Key Key Bind Name
---------- -------------
1 - kp_end
2 - kp_downarrow
3 - kp_pgdn
4 - kp_leftarrow
5 - kp_5
6 - kp_rightarrow
7 - kp_home
8 - kp_uparrow
9 - kp_pgup
0 - kp_ins
+ - kp_plus
- - kp_minus
/ - kp_slash
. - kp_del
* - *
Enter - kp_enter


===================
* Important Notes *
===================
- Buy scripting in source is a lot more lenient when it comes to format. You
can use capital letters for the weapon names and keys, also you can remove
the spaces between different items (buy vest;buy primammo) and your script
will still work properly. Although mistakes can still happen...

- If your scripts don't seem to be working, first make sure that you've setup
your autoexec properly, then check spelling, and then format. Most errors
are caused by misspelling.

- If you don't have enough money to buy all the items, the game will buy in the
order that you have the weapons/equipment listed in your script.

- If you just want to buy single clips of ammo use either buyammo1 for primary
ammo, or buyammo2 for secondary ammo, very useful for it you just want to buy
one or two magazines of AWP ammo or pistol ammo.

- You can bind a key to use a certain weapon if you would like, which is very
helpful with grenades, the following is an example:

bind mouse4 "use weapon_hegrenade"


===================
* Sample Autoexec *
===================
The following is an example of an autoexec that has buy scripts, toggle scripts
and game configs in it so you can see an example of how it all looks when used
together.

//Walk Toggle Script
alias walk "+speed; bind q run"
alias run "-speed; bind q walk"
bind q "walk"

//Net_Graph Script
alias +netgraph "net_graph 3"
alias -netgraph "net_graph 0"
bind ctrl "+netgraph"

//Buy Menu Scripts
bind kp_home "buy deagle; buyammo2; buyammo2"
bind kp_uparrow "buy scout; buyammo1"
bind kp_pgup "buy mp5navy; buy primammo"
bind kp_leftarrow "buy galil; buy famas; buy primammo"
bind kp_5 "buy ak47; buy m4a1; buy primammo"
bind kp_rightarrow "buy sg552; buy aug; buy primammo"
bind kp_end "buy hegrenade; buy flashbang; buy smokegrenade"
bind kp_downarrow "buy primammo; buy secammo"
bind kp_pgdn "buy vest; buy vesthelm"

//Game Configs
cl_showfps 1
hud_drawhistory_time 1
hud_deathnotice_time 3
hud_saytext_time 5
cl_smooth 0
cl_ragdoll_collide 1
bind mouse5 "use weapon_hegrenade"
bind mouse4 "use weapon_flashbang"
bind mouse3 "use weapon_smokegrenade"

counter strike source: How can I record a demo / take a screenshot

How can I record a demo / take a screenshot?
To record a demo in Counter-Strike, press your console key, this is usually above your TAB key and looks like , once you have the console up, type "record " (without quotes), this will start recording a demo. To stop recording, bring up the console again and type "stop". The demo will now be complete and is saved in your Steam\SteamApps\\counter-strike\cstrike folder named .dem.

To record a demo in Counter-Strike: Source, it is exactly the same as in Counter-Strike, except that after you have stopped recording, it is stored in your Steam\SteamApps\\counter-strike source\cstrike folder.

To play back your demo, make sure it is in the correct folder (see above), and in your console, type: playdemo . In Counter-Strike, you have the option of typing viewdemo instead, this includes a toolbar where you can change speed, pause, and skip time. This function is not included with Counter-Strike: Source at this time.

To take a screenshot in Counter-Strike, you can bind a key to "screenshot", by default it is bound to your F5 key. If you want to take a screenshot of your console, the best way it to type "screenshot" (without quotes) in your console, both these commands save it as a bitmap (.bmp) file named "map name xxxx.bmp" in your Steam\SteamApps\\counter-strike\cstrike folder, where xxxx is an auto-incremental value depending on how many screenshots you have taken of that particular map. In Counter-Strike: Source, you should bind a key to "jpeg" (without quotes), this will save it as a JPEG (.jpg) "named map name xxxx.jpg" in your Steam\SteamApps\\counter-strike source\cstrike\screenshots folder.

Monday, December 29, 2008

manly music to listen to while playing counter strike source

this is just a post to give all you of css pub junkies a lesson in 'manliness'
so here are a few songs to get the hair on your chest growing again.

go to pandora.com make an account and then make a channel of your favorite music then minimize the screen and go about playing css.

i usually practice for about 30 to 45 minutes muscle memory 25 to 30 minutes death match a day
while listening to pandora.com


judas priest: Breaking the Law




Dio: Holy Diver




iron maiden: Can I Play With Madness





judas priest: THE HELLION / ELECTRIC EYE




Saxon: Princess of the Night



Saxon: Ride like the wind



Iron Maiden: The trooper




Black Sabbath: War Pigs




that's enough for now i will add more later. personally ozzy just made me throw up in my mouth a little if it wasn't for the damn fine guitar playing i wouldn't have suggested war pigs

Sunday, December 14, 2008

counter strike source dictionary

CS Source: Dictionary


By Vinny “temptation” Prunotto

With the World's Cup around the corner, there will be plenty of live Counter Strike matches to see on DirecTV 101. While we realize most of you are experts when it comes to Counter Strike terminology, maybe there are a few of you out there who are not completely clear on what the shoutcasters mean when they refer to the Muck in de_contra or praise Moe for his noscopes. Vinny “temptation” Prunotto extended his Source Break Down series with everything you ever needed to know about Counter Strike terms from A to Z.



#:


1 Deag - Getting a headshot with a deagle resulting in the player's death. (submitted by Gprime)

1 Shot - Headshoting a player on your first shot resulting in death. (submitted by fawny)

20 Bomb - The act of getting 20 frags in a single half of a counter strike match. (submitted by Gprime)

30 Bomb - The act of getting 30 frags in a single half of a counter strike match. (submitted by Gprime)

Note: The terms 2 bomb, 3 bomb etc were coined back in the days of 1.5 by #sopug, an old pug channel where professional CS players often idled. A bomb would be 10 kills, so 2 bomb = 20, etc etc. Might as well just say you got 20 kills if you are gonna call it a 20 bomb. While a bomb = 10 kills, it is mostly only used when it is a 2 bomb or higher, unless meant in a joking way. (submitted by Volcano)

A:


A Bombsite – One of two bombsites that exist on each and every DE map.

Ace – The term used when a player single handedly kills all five members of the opposing team.

Aggressive – Used to describe a player or team who likes to push their way quickly into an area on a map.

Alt Mid – Short for alternate middle, it is the route that runs parallel the regular middle on de_inferno.

Apartments – The name given to pathways inside of the house leading to the B bombsite on de_inferno.

Arches – The word commonly used when talking about the left side of middle connecting the Counter Terrorist spawn to the middle of the map on de_inferno.

B:


B Bombsite – The second bombsite of the two that exist on each and every DE map.

B Bridge – A small bridge that players cross over to enter the B bombsite on de_contra.

B Ramp – The ramp that leads from Terrorist spawn into the B bombsite on de_russka.

B Tunnels – The one direct route into the B bombsite as well as access to middle on de_dust2.

Back Hall – Describes the rear entry connecting the two yellow doors and the rear vent at the B bombsite on de_nuke.

Back Stairs – A set of stairs outside on de_nuke that lead underground to the B bombsite.

Bait - Yhe act of following your teammate into enemy fire to get an easy frag. The player that rushes first rarely gets the kill, but allows the next player to get the kill. (submitted by Gprime)

Banana – Another name for the pathway that leads to the A bombsite on de_inferno.

Barrels – Sometimes referred to as toxic barrels, these are the barrels in ivy on de_train that players can hide behind as a Counter Terrorist to stop a Terrorist side attack.

Big Garage – The larger of the two garages in the map de_nuke.

Blue Door – One two common names for the door next to hut on de_nuke that leads into the A bombsite.

Boiler Room – A small room at the bottom of the stairs leading out to right middle from apartments on de_inferno.

Bombsite – The designated area where Terrorists must plant the bomb.

Boost - A technique used where 2 or more members stack up on top of eachother to reach a spot otherwise deemed unreachable. (submitted by fawny)

Box Room – A corridor that is the main point of entry into the B bombsite on de_contra.

Bunny Hop - A physics exploit used in source to travel at a faster rate from place to place by hopping back and forth. (submitted by palooka)

C:


Carry - To play well regardless of how bad your team is doing; to be the biggest factor in your team's sucess. (submitted by fawny)

Cat – Short for catwalk, which is a small pathway that leads to a bombsite or overlooks a particular choke point in a map.

Cathedral – The name given to the area that connect middle to B sand/plank on de_contra.

Choke Point – An area in a map where a lot of action takes place.
Closet – A small nook close the B tunnels on de_dust2 which is a commonly used hiding spot.

Clutch – The term used to define the situation in which an out numbered player single handedly wins the round.

Connector – A word that simply means a spot which connects one part of a map to another.

Construction – One of the most common names to describe the area in the back of the A bombsite that is a frequently used hiding spot.

Control Room – The room directly next to the radio room on de_nuke.

Crack – A spot at middle on de_contra and banana on de_inferno where players will AWP from.

Crouch Walking - The act of moving while crouched. (submitted by w^_-LF)

CT Ramp – A ramp that the Counter Terrorist can use to enter the A bombsite or take a position on the ramp to cover the bombsite itself.

CT Spawn – In full, the Counter Terrorist spawn is the starting point for the Counter Terrorists on a map.

D:


Dead Man’s Valley – Or more commonly known as valley. This is one of the routes into the A bombsite on de_russka.

Deag - The short form of Desert Eagle, the most powerful pistol in the game.

Deco - An eco round where the team buys Deagles. (submitted by palooka)

Dink - Hitting a player in the head, but not resulting in death. (submitted by fawny)

Double Door – A simply term that defines the two adjacent doors in several spots on de_dust2.

E:


E Box – Short for Electric Box, the e box is an electric circuit breaker that provides a small bit of protection from gun fire on de_train.

Eco - A round where a team short on money uses pistols so they can buy better weapons in the upcoming rounds. Also used to describe winning on a save round. Example 1 - This will be an eco round for for the team, they are using their pistols.
Example 2 - We just eco'd them third round after losing the first two. (submitted by palooka)

Even - When a player has an equal number of kills and deaths by the end of a game.

F:


Fake Defuse – When a Counter Terrorist will begin to defuse the bomb and let off of it to draw out a lurking enemy.

Fire Fight – This word simply means when two or more players exchange shots at each other.

Five Train – The first train underneath the awning in the middle train set at the A bombsite on de_train.

Flank – When an enemy sneaks up on an opponent without them knowing.

Flash – Short for flashbang which is a type of grenade that causes an enemy to be completely blind and deaf for a short period of time.

Flick Shot: With an awp, moving your crosshairs across the screen onto the opposing enemy and clicking on him at high speed. (submitted by w^_-LF)

Forklift – A spot that provides cover for Counter Terrorist when trying to hold the A bombsite on de_nuke.

Fountain – A water fountain in the middle of the A bombsite. Terrorists can plant next to the fountain, but not inside of the fountain due to a defusal bug.

G:


Gamesense - A word encompassing a player's ability to interpret their surroundings and ability to make decisions in-game. "That guy rushed bombsite B by himself, he has no gamesense." (submitted by Gprime)

Garden – A small hiding spot on de_inferno at the B bombsite where players can watch several spots in the site.

Generator – A tiny hiding spot adjacent to the A bombsite on de_inferno.

Granny awp - To play as far back with an awp as possible from the opposing team's rush in order to hit some easy shots. "That kid only gets such a high score because he granny awps all the time" (submitted by Gprime)

Grill – A common bomb plant spot that leaves the bomb completely in the open which can then be seen from several different spots by the Terrorists.

H:


Headshot - The act of firing upon an a enemy and killing them with a shot to the head. ( submitted by w^_-LF)

Heaven – The term used to describe an area suspended in the air that can be accessed by the use of a ladder, commonly seen on maps such as de_nuke and de_train.

Hell – The term used to describe the spot below heaven on specifically the map de_train.

Hut – A small tin shack that connects the Terrorist lobby to the A bombsite on de_nuke.




I:


Inner: Used to define the B bombsite of de_train because it is located inside of a building that harbors a train yard.

Interp'ed - Dieing from enemy fire when the enemy peeked you and saw your model on his client before you could see him on your client. "Oh man I got interped, I didn't even see that guy shoot at me and I died" (submitted by Gprime)

Ivy: The hallway that leads the Terrorists to the A bombsite on de_train.

J:


Janitor Closet: Another name for the boiler room on de_inferno.

K:


Kevlar – Another name for body armor.

Kit - Short for defusal kit, referring to equipment that allows a CT to defuse the bomb in a shorter time period. (submitted by palooka)


Kitchen – A spot in the Terrorist side of apartments. This spot is used as a hiding spot if a Terrorist finds that they are out of time and must hide to save their weapon.

L:


Ladder Train – The train that is directly next to the ladder leading from inside to outside of de_train.

Leg - Hitting a player in the leg with the AWP which normally kills in 1 shot anywhere on the body except the legs. (submitted by fawny)

Library – The room that connects the Counter Terrorist spawn to the B bombsite.

Lobby – The spot that provides several options for Terrorists when choosing which bombsite to hit on de_nuke.

Locker Room – The room below heaven on de_nuke.

Long A – The long stretch on de_dust2 from the Terrorist spawn to the platform at the A bombsite.

Lower B - The area in de_dust2 that stretches from Terrorist side of Mid-Double doors to upper B Tunnel. (submitted by K4C)

M:


Maze – The corridor that provides access to both lower and upper A on de_contra.

Middle – Simply put, the middle of the map.

Mini Garage – The smaller of the two garages that connects the A bombsite to the outside of the power plant on de_nuke.

MM1 - Short for message mode 1, which means that a user/team is speaking in public chat rather than private/team (mm2) chat.

MM2 - Short for message mode 2, meaning to only use team chat. (submitted by fawny)

Muck – The term used to define the mushy mud that is located in spots such as upper A and the water access point near B bridge on de_contra.

N:


Nade – Short form for HE grenade. Can also be used to define the use of a flashbang, HE grenade, or smoke.

Negative - When a player has more deaths then kills. (submitted by fawny)

Noscope – Defines the ability of a player to eliminate an enemy without zooming in with an AWP.

O:


Oranges – The term used to define a spot at the A bombsite on de_inferno that is behind crates full of oranges.

Outter – Used to define the A bombsite on de_train since it is out in the open.

P:


Pit – The large area next to garden that can observe the exit of apartments as well as right mid on de_inferno. This is also the name of the hole toward the end of long A on de_dust2.

Plank – The two pieces of wood that connect cathedral to water on de_contra.

Platform – Plat for short, is a concrete floor area that harbors items ranging from boxes and barrels to hide behind, to the plat actually being the bombsite itself seen on de_dust2.

Popdog - Another name for the train that is adjacent to the ladder room on de_train. This term originates from the original Counter-Strike, which had graffiti on the side of this train that had a dog with bubbles coming out of his mouth, harboring the phrase "Popdog". (submitted by Hoit)

Positive - When a player has more kills then deaths. (submitted by fawny)

Pre-Nade/Pre-Flash: The concept of throwing a HE or flashbang grenade without knowing for sure if there will be opponents going through that particular route. Pre-nading and pre-flashing are usually used to stop rushes, or to trick the other team into believing that the players in question are pushing a particular pathway."Ok, You and I are gonna pre-flash Long A doors, then fall back and play passive." (submitted by r3b0und)

Q:


Quick Scope – The term used to describe the event that occurs when an AWPer barely has the time to zoom in and instantly shoots as the scope zooms.

R:


Radio Room – The room that leads Terrorists from lobby to the ramp on de_nuke.

Rafter – The walkway that is suspended in the air on de_nuke.

Ramp – The passage that leads to the B bombsite on de_nuke.

Randy - A player who gets incredibly lucky shots, but does not amass very many frags. (submitted by Gprime)

Red Room – The read lighted room that connects the B corridor to the middle of the map on de_russka.

Rock – A small rock on the Counter Terrorist side of de_dust2 that allow a CT to see over smokes at middle and eliminate players going cat with an AWP.

Roo Shootin - Shooting a player that is jumping. (submitted by K4C)

Rotation – When players shift from one side of the map to another.

S:


Sand – The dried out river bed that provides access to the A bombsite as well as the B bombsite on de_contra. You can rotate in between sites by using this route as well.

Silo – The yellow tank that the Terrorists can boost on to gain a height advantage as well as sneak up on enemies outside on de_nuke.

Smoke - Action of using a smoke grenade to conceal a area. (submitted by fawny)

Spools – The large cable wrapped wooden holders that players will commonly stand on to gain a height advantage on an enemy at the A bombsite on de_inferno.

Spraying - When a player holds down their fire button, increasing their firepower but decreasing accuracy. Recoil of a spray can be controlled by skilled players by pulling crosshairs down. Spraying is more effective on close range targets and through objects such as doors or boxes. (submitted by palooka)

Squeaky – Another word for blue door on de_nuke.

T:


T Spawn - In full, the Terrorist spawn is the starting point for the Terrorists on a map.

U:


Underground – Used to define the route from Terrorist spawn to the A bombsite on de_season.

V:


Vent – Describes any point of entry that players must shoot out a vent cover to gain access to a new point on a map. Maps such as de_nuke and de_season have a vent.

W:


White Halls – The long stretch that connects Terrorist spawn and the B bombsite on de_train.

Whiff - Another word for missing a shot. "Dude, I totally whiffed that shot" (submitted by Gprime)

Y:


Yellow – A tank that Counter Terrorists use as a hiding spot at ramp on de_nuke. Some players also call silo, yellow as well.

Z:


Z Connector – The zigzag connector that joins the B bombsite to the outside train yard of de_train.


Saturday, November 15, 2008

counter strike source

counter strike source

Counter-Strike: Source (commonly shortened to CS:S or simply CSS) is a PC Game developed by the Valve Corp. It is a complete remake of Counter-Strike using the Source engine. As in the original, Counter-Strike: Source pits a team of Counter-terrorists against a team of Terrorists in a series of rounds. Each round is won either by completing a mission (such as exploding a bomb or rescuing hostages) or by annihilating all members of the opposing team.

Game play

Counter-Strike: Source inherits features from both Half-Life 2, through the look and feel carried through textures and movement, and its predecessor, Counter-Strike 1.6, maintaining the game play style of its predecessor. The basic game play of two teams, terrorists and counter-terrorists, squaring off against each other in a series of rounds in which each team must either complete their objective or eliminate the opposition, has remained unchanged. The two most popular types of objectives are bombing and hostages. In competitive play, only maps with bombing objectives are used, since the AI of the hostages has not been improved over previous iterations, and is given to a number of problems. The weapon recoil has been changed since its predecessor, and is noticeably different from that known in Counter-Strike 1.6[1]. In addition, flash bang grenades have been visually altered to take advantage of the Source Engine, and are typically more powerful and efficient than in previous games.

Customization

Because of the large fan-base that Counter-Strike: Source has accumulated, there are a wide variety of different customizations and add-ons that can be used with the game. There is a large fanbase for the game that creates customized sounds, textures, weapon skins, and player skins. However, under the rules of Valve Anti-Cheat (VAC), models for objects within maps cannot be edited, so that a player using a different model other than the standard does not have an advantage over another person.

Maps

There are two types of maps available that come with the game, generally known by their prefix:

* de (demolition)
* cs (hostage rescue)

These map types are created by Counter Strike: Source communities and do not come with the game. Some popular maps characters are:

* rats (Shrunken perspective)
* hs (Hide and seek)
* as (Assassination)
* aim (Aim Map)
* gg (Gun Game)
* zm (Zombie Mod)
* surf (Surf Map)
* fy (Fight Yard/Fun Yard)
* awp (AWPs only)
* hns (Hide and Seek)
* dr (Deathrun)
* ze (ZombieEscape)
* cl (Climb)
* bh (BunnyHop)
* ba (Jail Break)
* hosties (Hosties mod)

Each type of map has its own goal. In de_ maps, it is the goal of the Terrorist team to successfully plant and set off the bomb, while the Counter-Terrorists seek to prevent the detonation of the bomb. In cs_ maps, there are a amount of hostages that the Counter-Terrorists must find and lead to the Hostage Rescue Zone. The Terrorists must then defeat the Counter-Terrorists to prevent hostage rescue. as_ maps, removed in Counter-Strike: Source, (although servers that use them still exist) featured one Counter-Terrorist who was a VIP (i.e. the target of the assassination), who had more armour than normal, but no weapons except the Counter-Terrorist starting pistol USP. The VIP must find their way to an escape zone, while the Terrorists try to kill the VIP. aim_ maps are those that are by and large all textured in development textures(generic grey, orange and measurement textures), with no objective. These maps are to enhance players speed in aiming, hence the prefix aim. Gungame gg_ is a server modification, where a user starts with a glock, at level 1, and works their way up until the last level (knife level) You Must get a kill with the gun your currently on that level with, or a knife kill on some variants of the mod (which steals a level from another player). Many variations of this arise. Reverse gungame is getting more and more popular, because you start off with the effective guns like the AWP, and the Para machine gun, and towards the end you get the glock, and grenade levels. zm_ Is another mod for some severs. The map starts off by both teams beginning in different areas. Most of the zombie mod maps that are main-stream now are ones like lila Panic, where there are several little rooms, with physical objects that can seal them off, And the zombies must pull the objects out, or find another ways in to infect the humans.

Counter-Strike: Source shipped with 9 maps of the cs_ and de_ types and have since freely published an additional 8 maps of the same types.[2] Maps are frequently made by players from the game, and the easy-to-access Valve Hammer Editor allows anybody to create their own. The number and types of custom maps (and custom map categories) for the game is forever rising.

Modifications

Like many different modern first-person shooter games, Counter-Strike: Source has been heavily "modded" by its developer community. Server-side gameplay customizations are typically implemented using Valve's Source SDK for Server Plugins, in the form of plug-ins. Server-side mods like SourceMod and EventScripts build on to the basic RCON commands as well as with the gameplay customizations.

The Quake Sound Pack is a favorite game sounds pack available with SourceMod. The sounds includes clips such as "First blood!" and "Holy shit!", and are all from Unreal Tournament 2003 (in spite of its name, "Quake" Sound Pack). The unique sounds from Quake are "Prepare to Fight!" and "Humiliation".

Unlike the normal game modes which are target based, Deathmatch (DM) games are exactly as the name indicates - the only destination for the players is to eliminate as many opposing players as possible, although defeated players "respawn" instantly, as opposed to at the start of a new round. Players of Deathmatch maps are given the choice of guns, and can exchange at any time.

Similarly to DM games, Gun Games (GG) are a adjustment to the normal gameplay format where each players goal is to advance through the levels of weapons by killing the opposite team. GG's can be played in a a DM style where instead of having to wait for the next round to commence to respawn, the player will restart playing instantly after death, adding to the pace of the game.

Skins/Models

The power to add new models and skins using the Valve SDK to Counter-Strike: Source allows for a large amount of customization. Skins (or textures) refers to the actual images applied to parts of the game — the player models, weapon models, and even maps themselves can be "reskinned" (or "retextured") by anybody. Models refers to the actual 3D-elements displayed on screen - VAC offers a server side variable to ensure only certain models and materials are used (enabled by the console command "sv_pure 1") intending to stop material based wallhacks etc. even so, not all servers use these limitations as they are optional.

Models can be changed either by the player by adding files to their cstrike folder, or by the server they are playing on using a server side plugin such as SourceMod. The difference is that if a player changes a model on their own machine, only that player will see the changes; However if the model is altered by a server-side plugin or tool, then the model that the player wearing is seen by everyone on that server at that time but the player can also edit those models also.

History

Counter-Strike: Source was initially published as a beta to members of the Valve Cyber Café Program on August 11, 2004. On August 18, 2004 the beta was released to owners of Counter-Strike: Condition Zero and those who had received a Half-Life 2 voucher bundled with some ATI Radeon video cards.

On October 11, 2006, Valve released an experimental update, Dynamic Weapons Pricing. Under this system, item prices are determined based on their demand the previous week. Even before the system was released there was vocal resistance from the community. Other updates, such as an enhanced radar system, have been generally accepted as a good enhancement.


Critical reception
Reception
Review scores
Publication Score
1UP.com A[12]
Aggregate scores
Aggregator Score
Game Rankings 88% (based on 21 reviews)
Metacritic 88% (based on 9 reviews)

Counter-Strike: Source has received by and large favorable reviews. On Metacritic, the game had an average score of 88 out of 100, based on 9 reviews, and a user rating of 9.2/10.While the game has been quite popular according to the Steam games statistics page, recently surpassing 1.6 in terms of number of players (http://www.steampowered.com/v/index.php?area=stats), it has not been widely reviewed, most probably because upon issue, it was packed with Half Life 2 at no extra charge.