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Everytime I join a server, I have to re-download everything that the server has, but the problem is it never actually downloads.

 

For example, when I join the GG server, before it says "Sending client info" I have to download all the sound wavs, but when I join the game, I don't hear the level up chime or level down chime, etc;

 

Anyone know how to fix this?

 

 

 

 

Solving riddles is lame,

maybe for a dancer,

but you put two and two,

you will get the answer.

 

Code: 15306

 

 

 

Edited by mNote
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I've got the same problem. Have to re-download "zombie ambient sound" (I guess that's the background noise of ZM) all the time and it never works. Not that I'm really complaining about it, it just annoys me a bit that I've to redownload it continuously.

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// CSS tweak - Casey's Config 
// Credit for the original config belongs to Casey 

// _Set netcode settings_ 
// _adjusts hitboxes and netcode settings for optimal registration_ 

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 graphics settings_ 
// _adjusts graphics settings to boost framerate_ 

cl_forcepreload "1" // Enables the loading of all models and materials during level loading. Increases game smoothness but also load times. 
cl_phys_props_enable "1" // Disables non-player effecting props. 
cl_phys_props_max "300" // Maximum number of non-player effecting props there can be at anyone time. 
cl_ragdoll_physics_enable "1" // Enables dead animations and bodies. 
cl_show_splashes "0" // Disables splashes when in water. 
fps_max "200" // Limits FPS. 
mat_forceaniso "0" // Disables anisotropic filtering. 
mat_antialias "0" // Enables antialiasing. 
mat_bumpmap "0" // Disables bumpmapping. 
mat_clipz "1" // Enables the use of a technique to reduce what is rendered. Geforce FX owners, set to 0 if you get rendering issues. 
mat_mipmaptextures "1" // Causes texture resolutions to decrease at distances to make them look smooth. Don't disable. 
mat_hdr_enabled "0" // Disables high dynamic range lighting. 
mat_hdr_level "0" // Disables high dynamic range lighting. 
mat_picmip "0" // Lowers texture resolution. Impact on FPS is minimal. 
mat_reducefillrate "1" // Reduces shader fill rate. 
mat_specular "0" // Disables specular lighting. 
mat_trilinear "0" // Disables trilinear filtering. 
mat_wateroverlaysize "8" // Lowers water quality. Must be a multiple of 8 to work. 
mat_vsync "0" // Disables vertical synchronization. Forces FPS to an equal number as your monitor refresh rate. 
mp_decals "100" // How many bullets etc will be shown. 
r_3dsky "0" // Disables 3D skybox. 
r_decal_cullsize "2" // Cullsize defines the lowest number of pixels a decal can have before it's not rendered. Set high to avoid all decals. 
r_drawdetailprops "1" // Disables detail props. 
r_drawflecks "1" // Enables bullet impacts. 
r_drawmodeldecals "1" // Disables decals on models. 
r_dynamic "0" // Disables dynamic lighting. 
r_eyes "0" // Removes eyes from player models. 
r_lightaverage "1" // Can cause issues at none-default values. 
r_lightinterp "5" // Can cause issues at none-default values. 
r_lod "-1" // Adjusts model quality. Set between -1 and 2. -1 is dynamic depending on distance. 
r_occlusion "1" // Disables/Enables the Model Occlusion system. Setting to 1 may improve FPS. 
r_propsmaxdist "1200" // Object fading distance. 
r_rootlod "2" // Lower overall game detail level. 
r_shadows "1" // Set to 0 to disable shadows (not recommended). 
r_teeth "0" // Removes teeth from player models. 
r_waterforceexpensive "1" // Enables high-quality water. 
rope_averagelight "0" // Disables average lighting on ropes. 
rope_smooth "0" // Disables antialiasing on ropes. 
rope_subdiv "0" // Lowers to subdivisions of ropes to "0". 
rope_wind_dist "0" // Disables wind effects on ropes. 

// _Set violence settings_ 
// _increases blood to help you see hits better_ 

violence_ablood "1" 
violence_agibs "1" 
violence_hblood "1" 
violence_hgibs "1" 

// _Set various settings_ 

budget_show_history "0" // Disables history graph. 
cl_downloadfilter "nosounds" // Disables annoying sound downloads. 
jpeg_quality "100" // High quality screenshots. 
mat_monitorgamma "1.8" // Maximum ingame brightness. Only applies to fullscreen. 
hud_centerid "1" 
hud_showtargetid "1" 

// _Set HUD and xhair settings_ 
// _adjusts HUD and xhair for easy viewing_ 

cl_dynamiccrosshair "1" // 
cl_crosshairalpha "999" // _bright crosshair_ 
cl_crosshairusealpha "1" // _enables adjustable crosshair brightness_ 
cl_c4progressbar "1" // _enables C4 progress bar_ 
cl_radaralpha "255" // _maximum radar brightness_ 
cl_radartype "0" // _enables solid radar_ 
net_graph "3" // _enables net_graph 3--CAL required!_ 
net_graphpos "2" // _adjusts netgraph position-set between 1 and 3_ 
cl_autowepswitch "0" // Disables switching to stronger weapon when picked up. 
cl_righthand "1" // 1 - righthand 0 - lefthand 
hud_fastswitch "1" // instant weapon switch 
snd_mixahead "0.1" // _mixes sound ahead to reduce stuttering_ 

// _Other settings_  
cl_crosshairalpha 999 
cl_crosshairusealpha 1 
jpeg_quality 100 
sv_forcepreload 1 
snd_digital_surround 1 
mat_monitorgamma 1.8 
cl_downloadfilter "nosounds" 
volume 1 

//_zblock commands_ 
cl_restrict_server_commands 0 
cl_detaildist 1600 

clear 
echo "CSS Config"

 

The code to get around it is cl_downloadfilter "nosounds" in your console. or you could use my cfg. I used it for cal but its a couple of CFG's that i used all mixed together all legal. to use it you have to save the text to a notepad and save it in your steam/steamapps/yourlogin/css/cstrike/cfg folder and name it autoexec.cfg or you can just save the below in that folder and name it autoexec.cfg and you just wont get the sounds ;D

 

cl_downloadfilter "nosounds"

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  • Content Count:  192
  • Joined:  10/20/07
  • Status:  Offline

Yeah mine goes by really fast, but it gets really annoying having it downloading everything again then letting me join. Even though it adds on like 3 or 4 seconds onto the loading time, that's the difference between playing a round or waiting one out.

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