CS:GO Discussion

Well Where do I start Having played CSS since the beginning of time and CS before that. I personally can not wait for CS:GO it has come on in leaps and bounds over the last 6 months. Has a real polished feeling to it now. I have high hopes for this a successor to source and 1.6 and look forward to some great competitive play in it too.
 
I've mostly just been going through the matchmaking buttons as the servers currently available don't seem to be running the classic 5v5 games.

Bit of a pain as you can get connected to high ping servers.

This is my worry, that valve won't make provision for enough quality public classic/competitive 5v5 servers... or worse - the majority of casual players prefer servers with 32+ slots, in which case I'll probably have to buy my own server with 12 slots or something.

Don't get me wrong, I love custom servers, zombie mod, gungame etc but I feel I won't improve much as a player unless it's a "competitive" format.
 
Mac Beta didn't want to start initially but opting into a steam beta sorted that issue!

screenshot20120814at111.png
 
I have setup a 14 man server with the esl match config so it should be a good competitive server. Not at home to test that it actually works but if you do just post some feedback on how it plays. There is only 6 maps on there at the moment so if you have suggestions from other servers just give me a shout.

85.236.100.52:28715

Its going to take some time to get it right but im going for a public war server thats as close to a closed war server as i can.
 
Can I run it on the exact same specs as css?

I've heard people say it's still the source engine, but looking at the steam store pages there is a significant difference in spec reqs.
 
Last edited:
Can I run it on the exact same specs as css?

I've heard people say it's still the source engine, but looking at the steam store pages there is a significant difference in spec reqs.

It's the most recent version of the source engine afaik, or maybe the same version used in Portal 2.

It goes by American time, so it wont be till afternoon/evening I guess :cool:

Roger that.
 
I best wait then. My laptop starts to struggle when someone throws a smoke in css :p

You can put the settings on mega-low.

Try this config in CSS:
Code:
// Casey's Config v2 (CAL compliant) 
// Updated for new season by CAL|Stone 
// Updated 01/23/07 - Added misc settings section
//_Set Netcode vars_
cl_predict "1"
cl_pred_optimize "2"
cl_predictweapons "1"
cl_cmdrate "101"
cl_interp "0.03"
cl_interp_ratio "1"
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_smooth "1"
cl_updaterate "101"
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_ejectbrass "0"            // Disables brass ejection
cl_forcepreload "1"            // Forces the game to load all texture and model information into memory on map load.
cl_phys_props_enable "1"        // Enables phsyics props.
cl_phys_props_max "50"        // Maximum amount of physics props allowed.
cl_ragdoll_physics_enable "0"    // Disables ragdoll.
cl_restrict_server_commands "0"    // Compatible/needed with serverplugins
cl_show_splashes "0"        // Disables water splashes.
//_Set Render vars_
r_3dsky "0"            // Disables the rendering of 3d sky boxes.
r_decal_cullsize "9999"        // Any decals under this size are not rendered.
r_decals "0"            // Disables decals.
r_drawbatchdecals "1"        // Enables the rendering of decals in batch.
r_drawdetailprops "1"        // Enables the rendering of detail props.
r_drawflecks "0"            // Disables the sparks and dirt from bullet impacts.
r_drawmodeldecals "0"        // Models decals (i.e. blood).
r_eyes "0"            // Disables eyes in models.
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_occlusion "0"            // Enables the Model Occlusion system.
r_propsmaxdist "100"        // Max distance at which props are rendered.
r_renderoverlayfragment "0"
r_rootlod "2"            // Base lod of the model in the memory.
r_shadowmaxrendered "32"        // Max shadows the game will render.
r_shadowrendertotexture "1"        // Rendered the shadow texture causing it to match the player model.
r_shadows "1"            // Enables shadows (Change be disabled for additional performance.)
r_teeth "0"            // Disables teeth in models.
r_waterdrawreflection "0"        // Disables the rendering of water reflections.
r_waterforceexpensive "0"        // Forces cheap water.
gl_clear "0"            // Disables the gl_clear convariable.
props_break_max_pieces "0"    // Disables prop fragmenting
//_Set Materials vars_
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 "1"    // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom "1"        // Disables bloom effects.
mat_hdr_enabled "0"        // Disables HDR.
mat_hdr_level "0"            // Double Disables HDR.
mat_mipmaptextures "1"        // Enables the use of mipmapping to make textures look smooth.
mat_monitorgamma "1.6"        // Lower the number the brighter the screen. Only works in fullscreen.
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 the fillrate when the game is run in DXLevel 8.
mat_specular "0"            // Disables Specularity on objects.
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_
hud_centerid "1"            // Centers player IDs
net_graph "1"            // Enables net_graph (Required in SS round) 
net_graphpos "2"            // Adjusts netgraph position-set between 1 and 3. 
//_Set Misc settings_
cl_downloadfilter "nosounds"        // Disables annoying pub sound downloads
fps_max "120"             // Caps framerate. Set to max monitor refresh rate + 1.
jpeg_quality "100"            // High quality screenshots

//***
//BUY SCRIPTS
//****
//Deagle
bind "." "buy deagle; buy defuser; buy hegrenade; buy vesthelm; buy flashbang; buy smokegrenade; buy flashbang;"
//M4/AK
bind "," "buy m4a1; buy ak47; buy vesthelm; buy defuser; buy hegrenade; buy flashbang; buy smokegrenade; buy flashbang; buy deagle;"
//AWP
bind "/" "buy awp; buy vesthelm; buy defuser; buy hegrenade; buy flashbang; buy smokegrenade; buy flashbang; buy deagle;"


clear
echo ***
echo _*Edited* Casey's Config v2 (CAL compliant) loaded_
echo ***
I've changed a few settings and added buy scripts to the actual casey config.

Save it as casey.cfg in:

PATH-TO-STEAM\steamapps\USERNAME\counter-strike source\cstrike\cfg

Then to try it, open console before joining a server and type:

exec casey

If you want it to load automatically, put that line in autoexec.cfg in the same folder.
You should be able to do similar in CS:GO to make it playable.
 
You can put the settings on mega-low.

Try this config in CSS:
Code:
// Casey's Config v2 (CAL compliant) 
// Updated for new season by CAL|Stone 
// Updated 01/23/07 - Added misc settings section
//_Set Netcode vars_
cl_predict "1"
cl_pred_optimize "2"
cl_predictweapons "1"
cl_cmdrate "101"
cl_interp "0.03"
cl_interp_ratio "1"
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_smooth "1"
cl_updaterate "101"
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_ejectbrass "0"            // Disables brass ejection
cl_forcepreload "1"            // Forces the game to load all texture and model information into memory on map load.
cl_phys_props_enable "1"        // Enables phsyics props.
cl_phys_props_max "50"        // Maximum amount of physics props allowed.
cl_ragdoll_physics_enable "0"    // Disables ragdoll.
cl_restrict_server_commands "0"    // Compatible/needed with serverplugins
cl_show_splashes "0"        // Disables water splashes.
//_Set Render vars_
r_3dsky "0"            // Disables the rendering of 3d sky boxes.
r_decal_cullsize "9999"        // Any decals under this size are not rendered.
r_decals "0"            // Disables decals.
r_drawbatchdecals "1"        // Enables the rendering of decals in batch.
r_drawdetailprops "1"        // Enables the rendering of detail props.
r_drawflecks "0"            // Disables the sparks and dirt from bullet impacts.
r_drawmodeldecals "0"        // Models decals (i.e. blood).
r_eyes "0"            // Disables eyes in models.
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_occlusion "0"            // Enables the Model Occlusion system.
r_propsmaxdist "100"        // Max distance at which props are rendered.
r_renderoverlayfragment "0"
r_rootlod "2"            // Base lod of the model in the memory.
r_shadowmaxrendered "32"        // Max shadows the game will render.
r_shadowrendertotexture "1"        // Rendered the shadow texture causing it to match the player model.
r_shadows "1"            // Enables shadows (Change be disabled for additional performance.)
r_teeth "0"            // Disables teeth in models.
r_waterdrawreflection "0"        // Disables the rendering of water reflections.
r_waterforceexpensive "0"        // Forces cheap water.
gl_clear "0"            // Disables the gl_clear convariable.
props_break_max_pieces "0"    // Disables prop fragmenting
//_Set Materials vars_
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 "1"    // Disables texture compression. Users with low amounts of system memory should turn this on.
mat_disable_bloom "1"        // Disables bloom effects.
mat_hdr_enabled "0"        // Disables HDR.
mat_hdr_level "0"            // Double Disables HDR.
mat_mipmaptextures "1"        // Enables the use of mipmapping to make textures look smooth.
mat_monitorgamma "1.6"        // Lower the number the brighter the screen. Only works in fullscreen.
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 the fillrate when the game is run in DXLevel 8.
mat_specular "0"            // Disables Specularity on objects.
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_
hud_centerid "1"            // Centers player IDs
net_graph "1"            // Enables net_graph (Required in SS round) 
net_graphpos "2"            // Adjusts netgraph position-set between 1 and 3. 
//_Set Misc settings_
cl_downloadfilter "nosounds"        // Disables annoying pub sound downloads
fps_max "120"             // Caps framerate. Set to max monitor refresh rate + 1.
jpeg_quality "100"            // High quality screenshots

//***
//BUY SCRIPTS
//****
//Deagle
bind "." "buy deagle; buy defuser; buy hegrenade; buy vesthelm; buy flashbang; buy smokegrenade; buy flashbang;"
//M4/AK
bind "," "buy m4a1; buy ak47; buy vesthelm; buy defuser; buy hegrenade; buy flashbang; buy smokegrenade; buy flashbang; buy deagle;"
//AWP
bind "/" "buy awp; buy vesthelm; buy defuser; buy hegrenade; buy flashbang; buy smokegrenade; buy flashbang; buy deagle;"


clear
echo ***
echo _*Edited* Casey's Config v2 (CAL compliant) loaded_
echo ***
I've changed a few settings and added buy scripts to the actual casey config.

Save it as casey.cfg in:

PATH-TO-STEAM\steamapps\USERNAME\counter-strike source\cstrike\cfg

Then to try it, open console before joining a server and type:

exec casey

If you want it to load automatically, put that line in autoexec.cfg in the same folder.
You should be able to do similar in CS:GO to make it playable.

Thanks for that, I will be giving that a go for sure! I don't think I'll be pre-ordering go just yet, but my names on the beta key list so I'll be able to try it out when it's my roll of the dice.
 
I like the sound of smaller hitboxes but it still sounds like a run and gun shooter from opinions I've heard. I'll play it though because I wanna get my old clan back together, or maybe start a community one.
 
Can someone explain how this is different from any of the other CS games.

I've played them all (admittedly not extensively) and this is just them same with improved graphics. Even the maps are the same...?
 
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