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malish

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Posts posted by malish


  1. It also depends on what you are going to use it for. If you need a high-end workstation video card - choose something from NVidia quadro series which also might cost you up to $2000. If you are interested in playing the high-end games on maximum settings with all effects and stuff - you must think of NVidia SLi systems which can consist of 2 GeForce 7800GTX OC 512Mb each from manufacturers like BFG and ASUS.


  2. I had the same situation with the game, but I found a good solution and I can instruct you on how to play the game in with your internet:First of all you need to to make sure counter-strike cach was fully uploaded onto your computer. By that I mean that when you run steam and go to your games list it shows you 100% beside counter-strike, which means that the game is fully downloaded. If it doen't say 100% you have to leave steam over night or maybe even couple of to make sure the game is on your computer. Because whats happening - you are trying to connect to the server but steam also updates/uploads rest of the files on your computer and your dial up cant handle it. So after you're done with the frst part you will need to create a special config to decrease your lag.You need to go to the root folder of your counter-strike folder: its usually - c:/valve/steam/steamapps/yourusername/counter-strike/cstrike, than you create a file autoexec.cfg and add the following commands to it:// Client network optimisation settingscl_allowdownload "1"cl_allowupload "1"cl_cmdbackup "2"cl_cmdrate "20"cl_download_ingame "1"cl_lc "1"cl_lw "1"cl_lb "1"cl_nodelta "0"cl_nopred "0"cl_resend "1"cl_showfps "0"cl_updaterate "20"fastsprites "2"max_shells "0"max_smokepuffs "0"mp_decals "10"mp_footsteps "0"net_graph "1"net_graphwidth "192"net_graphpos "1"pushlatency "-150"scr_conspeed "10000"// Server network optimisation settingssv_unlag "1"sv_unlagmax "0.5"sv_unlagsamples "1"// Aliases alias "net1" "net_graph 1;bind m net3" // Netgraph 1 alias "net2" "net_graph 2;bind n net4" // Netgraph 2 alias "net3" "net_graph 0;bind m net1" // Netgraph 1alias "net4" "net_graph 0;bind n net2" // Netgraph 2 bind k "net1"bind l "net2"// Reportconfig loaded. Pres ''k'' or ''l'' (net_grath ''1'' or ''2'')After you go to counter-strike - open console and type exec autoexec.cfgGood Luck and if you have any questions feel free to ask!


  3. I didn't want to be very rude or anything, but I feel like this post is kind of useless and late to be posted. Here are some arguments for what I've said:1. By this time everyone already had chance to deal with the ball mouse and pretty much can do everything himself.2. Nowadays I can find limitd number of people using ball mice, optics replaced everything. 3. This thread was already discussed.


  4. Here is some found by some other guy the name is at the bottom:Display all cheat codes:Enable the mp_free code repeatedly press . All the codes in the game will eventually be displayed.Information in this section was contributed by Emilio Crudele.Play as the enemy:Start the game with bots or multiplayer at any map you must choose your team. At the selection screen, type 6m1i0 or 6m2i0 and start the game. Your team will see you as an enemy and they will start shooting. Enable "Friendly fire" so they cannot kill you. The other team, your real enemies, will see you as a friend and will not shoot. You can easily kill (hunt) them. Note: If this trick does not work the first time, try it every time you die and you must choose your team again. If you are Counter-terrorist, type 6m2i0 and you will be dressed like a terrorist. If you are Terrorist, type 6m1i0 to be dressed like a Counter-terrorist. Note: This code is not a console cheat -- type it at the "Choose Your Team" screen.Information in this section was contributed by Adrian Celea.Hint: Increased target visibility:This trick works for any client on a multi-player game. Enable the gl_nobind 1 code to make all the textures look like a series of numbers and letters. Then, spray paint or have someone else spray paint. By luck or chance, the map will be a flat unlit color of the spray paint and all the textures of the sprites will be the image of the spray logo. All players will be a brighter shade of the color, making them very easy to see. Note: All the fonts will be corrupted, making typing messages or console commands difficult. To solve this, restart the game. Since navigating around the flat-colored level with this vision is difficult, you might want to bind an alias to a key to turn it on or off. In the following example, holding down the key toggles it on; releasing the key toggles it off.Information in this section was contributed by Yuan Tien.Hint: Easy terrorist bombing:First, make sure you have the bomb and a vehicle that you can drive. Then, have a friend drive the truck, robot, etc. up to the bomb point. Start to place the bomb, but move so you can place it on the vehicle (which should be directly on top of the target. Have your friend drive away and park the vehicle somewhere hidden. Run away and the CT's will not know what is happening. You can also do this when playing with bots, but it will take longer.Information in this section was contributed by DeLongeDaManb182.Glitch: Air walking:In the assault map, go to the hostage room. Note: You need two people to do this trick. Get one or two hostages to follow and ask your friend to squat on the floor below the window on top of you. Throw a grenade up the window and it will break open. Jump on your teammate's head then have a hostage jump on top of the window. You can now swim up. Swim up for three seconds and press. You can now walk in the air and fire head shots at your enemiesInformation in this section was contributed by Nathan Ball.Glitch: See through smoke in Milita:Go down to the tunnel camera monitors and find a place where someone threw a smoke grenade. Move around, and the smoke will seem to turn into nothing. Then, when you go the opposite way, the smoke returns. This is useful for the Terrorists when checking the monitors for any Counter-Terrorists are hiding behind the smoke. Note: This does not make a change to the other player's view of the smoke.Information in this section was contributed by RevolutionIsMyName.Glitch: Get to the top faster in assault:Two people are required for this trick. Go to the top ledge inside then go to the corner nearest the exit (not the boxes one, but the corner directly to the side) Have someone else crouch down then have your character stand on top of their head. Jump and you will go outside. If this does not work, then have both players jump at the same time.Information in this section was contributed by Grant Blodgett.Glitch: Aztec: Invisible person:Call one of your player's over with the call "Follow me". Call him over to one of the wooden crates and say the phrase "Need backup or taking fire... need assistance". He will guard you while you attempt this. Shoot the ground just in front of the wooden crate and jump twice. One enemy will appear from either your left or right. Kill him with your hand and say "follow me" and repeat the process, all up to the point where you jump twice. You will then be invisible. This only works under the expert difficulty setting.Information in this section was contributed by Paul Liotta.


  5. How about you read those rules from cal page and tell if halo can be as organized?

    1.00 League Information
        1.10 Introduction

        The Cyberathlete Amateur League Counter-Strike league has been modeled after the highly popular leagues of the 20th century: the NBA, NFL, and NHL. Both the rules and conduct have been inspired by these professional sports, as online gaming soon will be considered one of them. The Cyberathlete Amateur League Counter-Strike league is comprised of four quarterly (12-week) seasons per year. Team schedules will consist of 8 regular season weeks, and qualifying teams will advance to the playoffs. After the completion of each season, the league will restart. Seasons will contain 3 conferences with divisions in each conference based on US time zones; Pacific (PST), Central (CST) and Atlantic (EST). Teams will get to pick which conference best suits their members. What follows are the official rules of the Cyberathlete Amateur League. All those participating in CAL must be aware of these rules and at no time will any ignorance of the rules be a defense against violating them. Participation in the Cyberathlete Amateur League ("CAL") is a privilege, NOT a right. All participants are subject to adherence of the rules contained herein. Violation of any rules whether written or un-written may result in suspension or permanent suspension ("BAN") from league participation.

        1.20 Definitions

        MATCH - One map consisting of two halves where each team plays once as Counter-Terrorist and Terrorist. HALF - One 15 round map session (2 halves equal a match) ROUND - One 1 3/4-minute cycle on a map (a server setting) POINT - A numeric score given in the league's standings. 2 points are awarded to the winning team. DESIGNATED SERVER - Any server owned by Cyberathlete Amateur League or designated/approved servers HOME TEAM - The team listed in the right column of the schedule pages, starts the match as Terrorist. LEADER The player listed as Leader on the roster or any player who is officially acting as team leader in the absence of their team leader. Teams are required to notify the opposing team during the screenshot round who their leader will be for the duration of the match. TEAM MANAGEMENT - The leader and manager of a team in CAL. These players are responsible for the management of their team as well as keeping their teams conduct in check. SUSPENSION - A penalty issued by the league on an individual, a group of individuals or an entire team. Players who receive suspensions will be notified through their private message system on the league website and will have a red statement on their profile stating why they were suspended and the duration of the suspension.

    2.00 Player Rules

    Team management is responsible for ensuring all members of their team understand and follow these rules set forth by the Cyberathlete Amateur League. At no time will ignorance of these rules be considered a valid defense. Teams that violate these rules are subject to penalties ranging from suspension of individual players or teams up to removal of a team or player from the league (suspension/ban). If you do not understand these rules clearly, it is your responsibility to make sure you get help from a CAL administrator so that you do.

        2.10 Screenshots

        Screenshots will be used to verify models/skins and drawviewmodel settings. All members of each team are required to take three screenshots. The first screenshot must include a Terrorist and a Counter-Terrorist model. The second screenshot must include the players scoreboard. In the third and final screenshot, the teams should throw a smoke grenade and take a screenshot of the smoke that emits from it. Each screenshot is required to have net_graph3 present. Team leaders must take a status screenshot of the console to verify player steamID's in case of a dispute. This is done by opening up your console, typing status, and taking a screenshot. Team leaders must take screenshots of the scores at the end of half of the match and of the final overtime if played. Additionally, RCON Status Screenshots are required from each server used in the match. The RCON Status Screenshot must show all of the players participating in the match. Players are required keep their screenshots for the duration of the season.

        2.20 Customization

        All team members must use default models. Any player using enhanced/colored models/skins/sounds will result in a forfeit loss for their team as well as the probability of further disciplinary action. This includes hostage/grenade, weapon, and bomb skins as well.

        2.30 Client Variables

        At no time shall any participant modify any commands that would modify or enhance their experience through the use of OpenGL commands or "gl_" commands. Players modifying these commands or cl_bob (default: 0.01) or cl_bobcycle (default: 0.8) will be suspended from league play for six months. Weapon models must also be used in league play. Any clients with r_drawviewmodel off (0) will be suspended for six months. All players are required to use the 32-bit video setting. 16-bit is not allowed. You adjust your setting to 32-bit in your Steam settings under Video. A list of CVARS/CVAR ranges can be downloaded from the Files section of your Division.

        2.40 Player Profiles

        All individuals competing must have their player profiles on the CAL website filled out completely and honestly. Participants must fill out their address information and all other fields of personal information completely and accurately. The collection of personal information will only be used for verification purposes should you lose your email address and are unable to recover your profile password any other way but through administrators. Any players competing without a SteamID or LAN Center ID in their "SteamID" section of their profile will not be permitted to play in CAL unless it is corrected. SteamID or LAN center ID changes will not be made on match nights or on any other night that rosters are currently locked. It is a players responsibility to ensure their profile is in good standing and any IDs are properly listed. At no time will CAL change your profile on a locked roster night to provide you with a correct SteamID in your profile. Additionally, no players will be permitted to list their SteamID in the "Comments" section of their profile. Any players with a SteamID in their comments section will not be permitted to play regardless of its correctness. All players are required to use their "handles" as seen on the roster for official matches. Any players not doing so may be subject to penalties.

            2.40a Privacy Policy

            At no time will anyone from the Cyberathlete Amateur League ("CAL") or Cyberathlete Professional League ("CPL") sell or distribute your personal information any purpose. No officials from CAL or CPL will ever ask you for your personal information unless it pertains to password recovery. No administrators in CAL or CPL have access to participant telephone numbers, addresses or street/house numbers. At no time should participants ever divulge this information to anyone.

            2.40b LAN Centers

            Any team or person wishing to compete with a LAN center must have a LAN center official e-mail their current division head administrator with the following information: Public IP address range, SteamIDs (all current ones), LAN center location and phone number, LAN center website. All LAN centers must e-mail the proper CAL official from a LAN center e-mail address (example: symmetry@mylancenter.com). At no time will CAL permit hotmail or other free access/free registration accounts from being a source of information regarding a LAN center. The list of valid LAN centers with applicable SteamIDs can be downloaded from the Files section of your Division.

        2.50 Messaging

        Only team leaders are allowed to use public in-match messages (messagemode1, or mm1) within a match. MM1 is not recommended and will be punished if there are excessive antagonistic remarks towards the opposing team, including but not limited to racial slurs (screenshots must be provided as proof). This rule also applies when dead. Use of MM1 by any member but the leader may result in an individual's suspension unless purely accidental. Under extreme cases team forfeit, suspension or removal from the league may occur at the discretion of CAL. Non team leaders must only use team messages (messagemode2, or mm2,) while in the match. The purpose of this rule is to avoid abuse of other teams via in match messages, not to try and get a match overturned because it occurred at all.

        2.60 Demos

        Participants are required to record first-person demos of all league matches. You must have a separate demo for each half of play, so if you are playing in 1 server the whole match stop your demo at the end of the half and then record another demo for the second half of play. If a formal complaint or dispute is made; admins have four weeks to ask for demos. League administrators will review demos. If a player fails to upload their demo, a match win may be nullified and result in a replay or forfeit as well as suspension or expulsion of players. If a player fails to record a demo, a HLTV demo is NOT accepted as a substitute. Penalties may include probation, suspension or removal from the league for repeat offenses. Penalties for not recording demos will result in a 2-month suspension. Players are required to keep their demos for the entire season. While demos are required to be presented to admins in the case of formal disputes, many teams engage in the sharing of their demos in order to enhance trust between teams and to avoid formal disputes. While this is encouraged to increase trust between teams, we will not force any teams to share demos with one another. If a formal dispute is filed, we will request demos from both teams and will view them ourselves, rather than giving them to another team.

        2.70 Sportsmanship

        All participants in CAL will be required to uphold to the highest standards of conduct and observe common sportsmanship. If a player is caught cheating in a CAL match, their team shall forfeit the match, and the team will be made inactive for the duration of the CAL season. Any matches played with that player up to that point should have any losses overturned. The computer system that you that you play from is not the responsibility of the Cyberathlete Amateur League. You are responsible for the system that you play from. If you allow others to use your computer(s) or you borrow/rent systems to play from, you need to ensure that they are cheat free prior to playing. This includes playing from a computer/IP whose owner has been suspended from CAL. Individuals caught posting private conversations, logs or emails in public sites/forums or sharing the confidential information will be subject to individual penalties. Teams who post private conversations or matters on their sites will face repercussions also. Logs and emails are not considered proof by themselves as they can be easily or altered or forged. Confidential or private matters should be respected and logs from third parties should not be considered proof of any action or intention on their own. Any accusations made in a public forum or other public media will result in a suspension against the team or individuals making the accusation. All disputes or accusation must be sent to CAL admins in a private manner.

    3.00 Match Information

        3.10 Scheduling

            3.10a Season Scheduling

            The first 5 weeks will be inside your own division, weeks 6 and 7 will be interdivisional against teams in different divisions inside you own conference. Week 8 is a positional round. All 8 weeks will be played inside your conference provided all conferences have an even number of teams. Teams dropping late in the season or divisions being uneven may affect this schedule. * Season scheduling is dependant upon the number of teams in each division/conference.

            3.10b Default Match Scheduling

            Default match days and final scheduling days will be posted in the News section of your Division prior to the start of each season. The default match time is 7:30 pm in each Conference's time zone. Each team is required to contact their opponent at least one day prior to the default match night by 11pm to set-up and agree on match times and provide server information. Teams cannot just show up at the default time/day expecting to play without having previously scheduled the match. The use of the Private Message System on the CAL website is required for match scheduling. This provides proof of contact for Admins in the event of match disputes. If contact has not been made, then the team who has not attempted to contact the opposition is subject to suspension. If a different time is agreed upon then that is your new default time and NO further rescheduling is allowed unless approved by both teams with proof through the use of the Private Message System in case of dispute. Match results must be turned in no later than 11:30 PM in your teams time zone. If a match is scheduled prior to the default match time then results MUST be turned in within 12 hours of match completion. *Further rescheduling If a match is rescheduled to over the roster-adding period, teams are not allowed to use newly added players even with the consent of the opposing team. If the match was scheduled prior to the default time and a team fails to attend, the situation must be reported immediately.

        3.20 Players

        5 on 5 play is mandatory, if one of the two teams do not have the required 5 players within the allowed match time that team shall immediately forfeit the match. No 4 versus 5 play is allowed unless the match has already started and a player has dropped. If a team begins the match with 5 players and loses a player after the 1st round has been completed, that team CAN continue the match with the 4 remaining players. Under no circumstances can any player play that is not on the team roster, even with the consent of the opposing team.

        3.30 Voice Communication

        The use of the in-match voice communication software is the preferred form of voice communication. Other types of voice communication software are allowed to be used as well.

        3.40 Substitutions

        As in all sports, substitutes are allowed. Furthermore, substitutions may be made at any time during the match. In the case of a substitution, the member that is being subbed OUT must leave the match PRIOR to when the member subbing IN arrives into the match. This prevents unbalanced teams during a substitution. Substitutes must be on the roster and no exceptions will be permitted at any time.

        3.50 Pausing a Match

        No pausing is allowed under any circumstances unless a CAL admin requests the pause take place.

        3.60 Calling the Match

        No match should end prior to the completion of all 30 rounds. If a team leaves the server prior to the completion of 30 rounds of play, the team that remains in the server will be awarded all remaining rounds as wins.

        3.70 In-match Techniques

            3.70a Bomb Planting

            It is legal to plant in hidden areas or in areas not normally reached through the use of boosting or jumping outside of the normal bomb zone as long as it is possible to defuse the bomb through normal means, including the use of boosting of a player to reach the bomb. If a bomb has been boost planted and the opposing team is unable to reach it due to a lack of players to reach the bomb, then it is still a legal plant. Silent planting is not allowed. Any team caught silent planting the bomb, whether purposefully or accidentally, will forfeit the remaining rounds that half.

            3.70b Boosting

            Player boosting is legal with any number of players. Any area that can be reached on the map is considered a valid position as long as the position is not used to exploit the map by seeing into areas that are not intended. An example is being boosted in Aztec and looking through or over the wall to see where the opposing team is coming from.

            3.70c Map Exploits

            Any team taking advantage of any map exploits, whether new or known, will result in the forfeit of that round and 3 more for that match. If you feel as though you were illegally flashed inform the other team and play out the entire match all 30 rounds. Places like ledges that are accessible through boosting are valid, unless the location results in clipping or looking "over" the map. Multiple infractions of this rule will result in your team being suspended or removed from the league.

            3.70d Flashbang Exploits

            Any competitor or team accidentally utilizing ANY flashbang exploit will forfeit that round and 3 rounds for the half.. Such actions as throwing flashes over walls, as done in inferno and dust2 are perfectly legal. CAL will have the final decision on whether something is an exploit.

        3.80 Makeup Matches

        Makeup matches can be done for forfeit wins ONLY, not forfeit losses. Forfeit losses cannot be made up with the team you forfeited to. All 16-0 forfeit wins regardless of a general ff or a forfeit from overturn by AC or the Admins need to be made up. AC overturn wins of 17-0 can not be made up and do not count towards the maximum forfeits allowed for playoffs. All makeup matches for weeks 1 through 5 must be completed by the end of Week 6. Further makeup match information for weeks 6 through 8 will be posted in the News section of your Division. CAL hosts threads in the Forums to help teams find other teams that need makeup matches. It is a team's responsibility to find and play makeup matches. The maximum number of forfeits allowed for playoff qualification will be posted in the News section of your Division. CAL Invite is not allowed to play make up matches unless there is a Major LAN Event and the team is away attending it.

        3.90 Playoffs

        Standings are based on RPI. The number of teams that will advance to the playoffs is determined each season based on the number of teams actively participating in that season. Admins will not tell you your chances of making playoffs. Playoff information will be posted in the News section of your Division when it becomes available. Teams will be ineligable for playoffs if they had players on their team caught configing or using 16 bit during the regular season. Playoff matches will be required to be played at the times scheduled. If a team is unable to play at the scheduled time, a forfeit will be issued. No reschedules will be allowed.

    4.00 Teams

        4.10 Rosters

        Any team interested in participating in CAL must, at minimum, have six active players listed on his/her roster in order for the team to be active and scheduled for matches. At no time will teams with less than six (6) players ever be made active. In situations where a sixth player is either removed from the league by the league itself or by act of team management or the player him/herself then the team will be immediately made inactive until a sixth player can be rostered.

            4.10a Roster Changes

            Teams may only make roster changes on the set day(s) for their division. CAL will not unlock the rosters for any reason. If a player accidentally leaves a team, it their responsibility to rejoin the team when the rosters open. CAL will not forcibly re-add players to a roster. Checking rosters are the responsibility of both teams and not the admins or match referees. Any roster disputes should be addressed within one hour of the match commencing. Open roster days will be posted in the News section of your Division prior to the start of the season.

            4.10b Roster Lock

            After completion of 6th week of play team rosters and SteamID changes will be locked. This will prevent players on losing teams from jumping to teams that are sure to make the playoffs. Checking IPs and SteamIDs will be used to enforce this rule.

            4.10c Ringers/Team Jumpers

            Team hopping will not be tolerated. If a team hopper/ringer is suspected, notify CAL officials immediately. Penalties may include suspensions, forfeits or removal from the league. No player is allowed to be on two CAL team rosters at the same time. Please note, THIS IS ONLY INCLUDING CAL. We do not look at other league rosters or websites for verification of rosters. This includes the leagues for the division that you are in, i.e. you can only compete and be listed in ONE (1) of the following leagues: CS-Invite, CS-Premier, CS-Main, CS-Intermediate, CS-Open.

            4.10d Team Hijackings

            Any team that does not have a minimum of 3 active players on their roster from the previous season (or 3 original players from the start of the season for new teams) will be considered hijacked. Teams that are hijacked will be set to inactive and deleted at the end of the season.

        4.20 Team Names

            4.20a Unacceptable Team Names

            Team names including, but not limited to, the following will not be tolerated: profanity, hateful to any race, sex, or religious group, condone drug use, or general vulgarity. Teams found to have an offensive name will have 1 of 2 things done; either placed inactive until the name is changed, or have CAL select an appropriate name for them.

            4.20b Team Name Changes

            If a team decides, at some point during the season, to change their name they must post for a team name change in the forums. The league will change them as they get to them. Realize that this may take some time so please pick a name you really like. Teams are allowed only one team name change per season as often team name changes coincide with large roster changes and will be monitored. Name changes will not be permitted after the final roster lock.

        4.30 Forfeits

        Any team winning by forfeit shall receive a score of 16-0. Forfeit wins should not be reported until default match time. Anti-Cheat overturns will be awarded a score of 17-0. Teams that report a false score instead of the required 16-0 forfeit score will have that match overturned.

        4.40 Managers

        CAL recognizes the participant on a team listed as "Manager" as sole owner and proprietor of that particular team. A participant may only be a manager on one team in his/her division (e.g.: Counter-Strike and Day of Defeat but not Day of Defeat open and intermediate). The Manager position applies to Premier and Invite teams only. If a team wishes to eject the manager from their roster, a vote by email must be sent to managerchange@caleague.com. Teams wishing to eject the manager must have no less than eighty-percent (80%) of all rostered members on a team vote to eject the manager. Members must list their team name as the subject of the email and must state the current manager and the replacement for the manager in the body of the email.

        4.50 IRC

        Teams are required to register a channel on the GameSurge.net IRC network. You do this by creating the channel, then going to #support on GameSurge and requesting the channel be registered. Teams must idle the channel when possible. Admins may come to your IRC channel to gather additional information or to speak with you in person.

    5.00 Servers

        5.10 Anti-Cheat

        The Valve/Steam in-match anti-cheat (VAC) is required in all matches. Anti-cheat software such as Hlguard, CSGuard or Cheating Death may used if both teams agree to the use, however, CAL does not require it to be ran. If both teams agree to use servers with this software, it MUST be set to alert only, and not ban any player. If a player is kicked or banned from a server during a match, the hosting team may be punished for this by a forfeit of either the half, or the whole match at the discretion of CAL. This will be the responsibility of the team that hosts the server. CAL TAKES NO RESPONSIBILITY FOR ANY TEAM USING ANTI-CHEAT SOFTWARE OTHER THAN VALVE'S ANTI-CHEAT. Due to the buggy nature of some of the configurations of the software, teams using this must keep their software current. Alerts from the software are NOT an indication of a definite cheat. In the case of a member being "caught" by this software, the person should submit their demos and evidence to an admin. This information will be reviewed in order to determine if this was a valid detection. Third party anti-cheat software must be ran in league mode if available.

        5.20 Server Usage

        Teams may utilize their own dedicated (non listen) server as long as it falls within the ping rules. Please note that ANY and ALL issues arising from server problems will be the sole responsibility of the hosting team. This includes, but is not limited to issues such as incorrect passwords, server reboots, and non-players joining the server. These rules are in effect due to the hosting team being the one responsible for the configuration and being the only team with access to privileged commands like rebooting. If neither team can obtain a server the match is to be reported with a score of 0-0 until either team can produce a server to play on.

        5.30 Server Assignments

        Because CAL is a predominantly US league, teams from outside of the United States and southern Canada must play on US servers and cannot use a server outside of the US or southern Canada. HOME Team must be the Terrorists the first half. The HOME team will play on their server first half if they have a server. If the HOME team does not have a server, the match is to be played on the AWAY team's server. The second half will be played on the AWAY teams server if that team chooses so. If both teams agree to play on 1 server for both halves that is fine. Overtime, if it occurs, will be played on each teams server for 1 half of the overtime or it can be played on 1 server if agreed upon. HOME team again will be the Terrorists in the event of overtime. Any agreement on servers must be completed prior to match play. Teams cannot decide at half to change servers unless the server originally agreed upon does not continue to allow acceptable match play under the ping rules. CAL Invite will be playing single server matches only. They will not be able to split matches at the half.

        5.40 Mandatory CAL Server Configuration

        The server configuration is subject to change as new information is provided to the league. The current server configuration will always be posted on the files page. Teams are responsible for checking these on a regular basis and ensuring that the server settings comply. Both teams should check the server's settings to verify that they are correct. If no objections are made prior to play commencing, no team may challenge the settings during or after play. If an objection is made prior to the match commencing and the server settings do not match those required by the league, the settings must be fixed prior to the match. Failure to match the league server settings will result in the server team's forfeit. An initial objection will suffice as notice that settings are incorrect and may be given as evidence post match that corrections were not made and will result in a forfeit. Any changes to server settings in match, with the exception of sv_restartround (sv_restart), and mp_maxrounds are punishable by the host team's forfeit for that half of match play. Spectator settings may only be changed if a CAL admin is present or CAL has given permission for the match to be broadcast.

        5.50 Ping Imbalance

        Although both teams agreeing on any server can bypass this rule, the ping rule can be and should be used if it is desired by at least one of the competing teams. The difference between each team's average pings to the agreed server can be no greater than 55 ms. Pings must be confirmed in match, not through pinging tools such as GameSpy. Loss and choke will in no way be an acceptable reason not to play in a server. Ping will be the only determining factor. If the difference between the average team pings is less than 55 milliseconds, the server is acceptable for play. If only one of the agreed on servers is acceptable under the ping rule, that server must be played on for both halves. If both servers are unacceptable by the rule, either 1) a new server must be found, or 2) the match will take place by default on a CAL designated server as chosen by an admin. *Individuals playing on dial-up connections or participating from outside of the US and southern Canada waive their right to the ping imbalance rule. *When one team deems a server to be unplayable that team must use the same 5 players that were pinging the server in question if you choose an alternate server.

        5.60 Server Crashes/Map Changing

        If a server crashes before 4 rounds have been completed, the server must be restarted and the match's score is reset to 0-0. If the server crashes after the 4th round has completed, the match must be restarted and played with the same score. Furthermore, the maxrounds of the half is changed to equal the remaining rounds left at the point of the server crash. If, after the match, it is found that the hosting team changed the map during the match, the match will be forfeited. In the event of a third crash, the match must be cancelled and team captains report to the CAL CS IRC channel (GameSurge #cal-support). An admin may assign a CAL server and have the match restarted or allow additional time for the match to be played.

        5.70 HLTV

        HLTV may be utilized if both teams agree to its use in advance. CAL will also select some matches for broadcast on HLTV as matches of the week. If your team is scheduled to be on HLTV for that week, you should send all server information, match times, and server reservations in advance so it can be arranged and posted. If you decide to use HLTV, the delay must be set to 180 seconds.

        5.80 IRC Score Bot

        IRC bots may be run as long as both teams agree to their use. The bot is not allowed to broadcast any messagemode information. If either HLTV or an IRC Scorebot is used without consent from the other team, the team who used it will be suspended for 1 match.

        5.90 Match Time

        Teams should ensure that they are in the server on time and ready to begin. Teams have 15 minutes after the agreed upon (or default) time to join the server. After 15 minutes have passed, both teams must have 5 members each in the server. A team failing to comply results in a forfeit and ultimately, loss. This is not an optional rule, and will be strictly enforced. Scheduled matches are in place to allow individuals a chance to schedule other activities around their match time. Forcing a team to wait for player is disrespectful and unsportsmanlike. Teams that consistently wait until the final minute to join servers may be penalized with a loss of points or suspension. **One Dead round is recommended before each half begins. During Dead round when players are joining you are not allowed to touch hostages, shoot weapons etc. You must stay at your spawn point. Get on the correct teams, if anyone is killed during this time you must restart the server (rcon sv_restart 5). If the same player continues killing of either team that player must be kicked and should be replaced. If this continues then the offending team may be forced to forfeit the match.

        5.100 Player Drops

        CAL is not responsible for players who experience connectivity problems. Teams should have back-up players ready to join if a player gets disconnected or lags out. If a player drops from play during the process of a match going live (live on three), the match is to be stalled until such player returns at which point the match is restarted. If a player lags out in the first minute of play, the match is restarted. CAL is not responsible for individuals connectivity problems, however if proof of an alteration of connectivity by outside sources, for example packeting, is shown, the rounds may be replayed. Evidence needs to be made available as soon as possible. Players that drop from the server but return must be sure to restart their demos and retake their screenshots as soon as they re-enter the server (no screenshot round required, they take them as they go).

        5.110 Screenshot Round

        Prior to the official match starting, the screenshot rules should be observed. It is also recommended to use the screenshot round to ensure all players have the correct SteamID. During this time, team leaders should take a status screenshot and verify SteamIDs of opponents. Any false SteamIDs should be reported at this time and cannot be disputed after the match unless a substitute has come in. Once the match begins, this constitutes acceptance of your opponents roster and match play will commence. If a team has been notified that someone is using a false SteamID, that player must be replaced for that match and cannot compete until the SteamID has been corrected. Multiple infractions of false SteamIDs may result in teams being suspended.

        5.120 Half-Time

        After finishing the first half of the match, teams are allowed an optional 10-minute break. Team leaders should exchange information regarding the second half (server ip and pw, etc.) Ideally, server information for the second half should be provided in advance of the match commencing. The half time gives an opportunity to finalize server information in case of changes. If a team fails to show up in the agreed upon server or fails to have 5 members in the agreed upon server after the ten minute break the team with 5 members may report the 15 rounds for that half as theirs. If a player dropped in the first half, and has not come back to the game, that team may continue with the 4 players from the first half.

        5.130 Post match

        After completion of the match, the winning team must complete the form on the REPORT WIN page within 24 hours of the match completion. Ideally you should REPORT the match immediately upon completion but it is understood the leader doesnt always play and isnt always on.

        5.140 Ties/Overtime

        In the event of a tie teams are required to complete the match in Overtime. Overtime consists of two 3-round halves and will be played until the tie is broken and then only the tie breaking overtime is to be recorded. Example: First Half Score (7-8) Second Half Score (8-7) Overtime One (3-3) Overtime Two (3-3) Overtime Three (4-2) when reporting the match you would not include the 3-3 overtime times.

    6.00 Violations

        6.10 Disputes

        Like any sport, disputes or "play reviews" are taken very seriously in CAL. Teams are allotted a set number of disputes, based on type, during the season. Any teams who extinguish their disputes during regular season will not be given any additional disputes until post-season. In the event a team wishes to file a dispute against their opponent, they must do so through the CAL website and not through e-mail, the private message system, or IRC. Any member who is not a designated leader or manager is not allowed to report a dispute. Disputes are not a public matter and should only be handled by an Admin. Posting disputes on public forums may lead to penalties being incurred. Teams that file disputes must be prepared to turn over evidence that would substantiate your accusation. If you do not have specifics or do not have evidence, your dispute will be thrown out. The admin you file the dispute with will give you specific information on turning over evidence. A link will be provided to you to upload your demos and screenshots.

            6.10a Dispute Process

            1) There are two types of disputes, General and Cheating. Teams are allowed to file General disputes for up to half of their matches. Teams are allotted 2 Cheating disputes per season, and 2 post-season. Once a team has used its allotted number of disputes, further disputes received will be closed without action. Use the drop down selection bar to choose the proper type of dispute. Cheating disputes filed through General disputes will be closed without action, and vice versa. If a team uses a cheating dispute and the opposing team is found to have cheated, that dispute will be given back to the disputing team (i.e. If Team A disputes Team B and no action is taken against Team B, the dispute has been used, however, if Team A disputes Team B and action is taken against Team B, Team A will be considered to have not used a dispute). 2) A formal dispute must be filed within 24 hours of the match having been reported. After the match has been reported, the leader, manager or scheduler must login to the CAL site and click Report Match. Next to the reported match that you wish to dispute, click File Dispute. Please read the instructions and fill out all the fields that are listed. Only 1 person per team can be disputed. 3) Disputes must be filed in plain language and be descriptive. If you suspect a player of cheating, be prepared to list exactly where you think this occurred in the match and have reasons to back that up. Once a dispute has been filed, you may not bring additional disputes. Administrators may ask you for additional information or you may put additional information into your dispute ticket by typing it into the space provided and clicking "Update Ticket". In the case of a map exploit or flashbang dispute teams that choose to dispute must be prepared to give their demos to admins before the dispute process continues. 4) The disputing team must produce PROOF in form of match logs, demos, screenshots or any other form contained in an email to a CAL official when requested. Demos and screenshots should be made available immediately. Teams are requested to limit the files they send to admins to only the required evidence that shows the items in dispute. If you suspect cheating during a match, be sure and take a screen shot showing all players SteamIDs and ip addresses. 5) If necessary, a CAL admin will request the demos, screen shots or server logs from the opposing team. This can take up to 4 weeks. The opposing team will have 48 hours from the initial request to provide the requested items or risk forfeit or other disciplinary action. 6) All evidence will be reviewed by admins and a ruling issued. In the case of Cheating Disputes, all demos will be reviewed by multiple admins. 7) Contacting multiple admins regarding the same dispute outside of the appeal process will not be tolerated. If abused, the accusing team may face up to a 2-week suspension based on the severity of the abuse.

            6.10b Dispute Information

            1) If a team continues to make false claims against other teams, the disruption may be viewed as grounds for team suspension. Teams crying wolf regarding cheating repetitively will also be purged. 2) If teams are caught saying that they are relying on disputes to win their matches, teams may be suspended, removed or have disputes invalidated.

            6.10c Anti-Cheat Dispute Information

            Like all professional sports, ours involves a dispute review process. All CAL administrators charged with reviewing participant recordings (demos) and screenshots are part of CAL Anti-Cheat. All Anti-Cheat administrators are not listed on the CAL website and do not actively take a part in IRC. Every CAL division has a head anti-cheat administrator listed; this is the person who is charged with maintaining the anti-cheat staff for that particular area of a game. Any team who turns in a cheater on their team without CAL Anti-Cheat already investigating the player will receive amnesty for doing so. Server-Logs and an HLTV or first-person demo are required. Players are required to keep evidence for the duration of the season in order to provide for CAL Anti-Cheat random pulling. Players may not ban Anti-Cheat admins from their channels if they are requesting evidence from them. Doing so will result in a no-demos penalty. If a CAL Anti-Cheat admin requests evidence from you, you must turn it over or you will be penalized for a "no demos" infraction. Any player who does not submit demos to Anti-Cheat within 48hrs of the initial request will be suspended for eight weeks and their match will be overturned. Players may not ban Anti-Cheat admins from their channels if they are requesting evidence from them. Doing so will result in a no demos penalty.

        6.20 Evidence Requests

        If a dispute has been filed, Admins will make a request for a variety of evidence; this includes screenshots, demos, server logs. Teams will have a maximum of 48 hours to present the requested evidence in the case of logs. Screenshots and demos should be made available immediately, but an extension up to the 48-hour window may be granted in extreme cases. Failure to present the requested evidence within the required time may result in overturned matches, forfeits or other disciplinary actions. Players must hold onto all things that could be disputed (Screenshots, Rcon Status, Demos, Server Logs) for the duration of the season. First failure to provide evidence is a 1-month suspension. Second Failure is 3 months. Third Failure is 1 year.

        6.30 Client Requests

        If demos or screenshots are requested, they should be made available immediately. Screenshots must be converted to bmp, jpg or gif format prior to zipping and sending to an admin. Demos should be zipped prior to sending them. Any other file types will NOT be accepted.

        6.40 Rule Violations

        Teams who violate any rules may be subject to disciplinary action. This includes the specific penalties listed or suspensions, forfeits, replays, removal from the league, and lost off points. The league may change penalties as it sees fit. In the event a team breaks the MM1 rule and degrades, verbally attacks or threatens an opponent the team that player will suspended until further notice. A second infraction will cost that team a 1-week suspension and a multitude of suspensions. The league will not tolerate such behavior. Disruptive teams will be purged from the league. Any team that is repeatedly disruptive in the form of abusive language, pointless spamming, server crashing, etc. will be removed from this league.

        6.50 Grounds for Team Suspensions/Expulsion

        Failure to play a match (or a chosen forfeit) for two consecutive matches Violation of Rules Violation of Conduct

        6.60 Suspension Lengths

        Any player found to be cheating will be suspended from all CAL Divisions for 1 year. In addition the team that the player participated in will be immediately removed from the league (made inactive). Any participants rejoining CAL prior to a suspension expiring on them will have further penalties imposed on them. Below, is the suspension formula CAL officials will use against players who rejoin. CAL may employ the following formula for suspensions against participants however these penalties may change. For concerns about changes, please refer to clause 7.10. 1 month (Original), 2 month (1st return), 6 months (2nd return) 3 month (Original), 3 month (1st return), 6 months (2nd return) 6 months (Original), 6 months (1st return), 1 year (2nd return) 12 months (Original), 6 months (1st return), 1 year (2nd return)

    7.00 Agreement

    Registrant agrees not to maliciously disparage, discredit, slander, libel, or defame the CPL or CAL, CPL or CAL staff, CPL event or CAL divisions, CPL or CAL Sponsors, in any public forum, or format, including but not limited to, websites, IRC, Usenet/Web discussion systems, chat programs, magazines, newsletters, newspapers, radio, videos, documentaries, television, etc. If the Registrant fails to abide by this requirement, Registrant may be disqualified from the CPL event, forfeit prizes, be barred from future competitions including all divisions within CAL, and/or be subject to appropriate civil penalties.

        7.10 Copyright

        No portion of this document may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording or any information storage and retrieval system now known or to be invented, without permission in writing from the President or managing director of the league.

        7.20 Image Copyright

        All images or artwork pertaining to the Cyberathlete Amateur League or Cyberathlete Professional League including the official league logos are the property of the Cyberathlete Amateur League or Cyberathlete Professional League respectively. No artwork or images featured on the CAL website may be reproduced, modified, retransmitted in any form or manner without permission from the managing director or president of the league.

        7.30 Changes

        This document and all rules are subject to change at the league's discretion. Changes may include versions or patches of the match used.



  6. Personally I started to play this game about 5 years ago, when counter-strike 1.0 just came out. All started from lan centers in central Ukraine. Was lot of fun playing with my best friends after school this new and completely amazing game. Later on I got my first PC, which could barely run the game and I started to practice my aiming skills on bots. In 2003 I moved to Canada and got my first internet connection - dialup 56Kb/s :) Sounds weak but I didnt know before what lag is so I had fun playing even with 300+ ping. In about 6 months I got a high speed cable (1Mb) which was absolutely amazing. I played a lot and got so good that people noticed me and invited to some american team. It was cal o and we did terrible first season. I played and soon got a new computer which could hold 100FPS and was damn fast. We played a lot of cal but then I got accepted to another team which was cal m - evo. Currently I play in cevo im and mostly inactive because of the school. Thats the short story of my cs career!


  7. I just checked the settings and the ip was correct - 69.50.188.18 of Xisto, the screenshot was kind of old. I cant understand how is this happening - http://forums.xisto.com/no_longer_exists/ works, http://forums.xisto.com/no_longer_exists/ points me to some page - what is it? If www doesn't work - how come I still can type http://forums.xisto.com/no_longer_exists/ and access my cpanel of Xisto with no problem? Theoretically what might happen? Maybe its some problem with my account on Xisto.

    P.S my list of parked domain is empty on Xisto cpanel


  8. I recently created a thread about switching my Xisto domain to the one I bought, and about the problem when I can access http://forums.xisto.com/no_longer_exists/, but cannot access http://forums.xisto.com/no_longer_exists/, which by the way gives me "new paugina" page! I got some advices about record "A" and I did everything but still doesnt wotk. For some reason when I go to http://forums.xisto.com/no_longer_exists/ - it WORKS.... but the site itself doesn't load. http://forums.xisto.com/no_longer_exists/ works perfectly. I'm really desperate and seeking for the help already for a month. I even made a screenshot of what I got in the "A" record on the side of my domain provider. Please administrators help me to resolve that problem.

     

    P.S I wrote a message to customer support of godaddy.com ( where I ordered domain from) and they replied saying that I have a hosting plan not with them therefore they wont help. Please help me again!

     

    Posted Image

     

     

    Thank you,

    malish


  9. I think I did everything wrong and now I have no idea what to do. I ask admins to help me because I feel that from now I don't even know how to act.I had a domain registered with Xisto - aidesigns.trap17.com. Then I bought a normal domain and registered it with godaddy. I added the dns entries into the godaddy cpanel and because of the lack of knowledge deleted aidesigns.trap17.com from parked list. I got 15 credits and went to https://support.xisto.com/ to chnage the domain. I put the http://forums.xisto.com/no_longer_exists/ as my domain (I registered it and paid for it) my points got deducted and in two days when I logged into Xisto cpanel I could see the new domain on the left side. I felt good... But.. When I go to http://forums.xisto.com/no_longer_exists/ it shows some pre-installed web page saying that the domain was build and everything was ok. But again I didnt see the site that used to be aidesigns.trap17.com. I went later to parked domais and realized there was nothing in the list. I tried to add http://forums.xisto.com/no_longer_exists/ (spent another 15 credits) and it said that I can't add my main domain. I have no idea of what I've done and what I should do. Please help me and instruct on how to get the domain to work with trap 17 hosting.Thank you, with respect to trap 17 admins


  10. Modification of the following pathsDEL "%systemroot%\Blue Lace 16.bmp"DEL "%systemroot%\Coffee Bean.bmp"DEL "%systemroot%\FeatherTexture.bmp"DEL "%systemroot%\Gone Fishing.bmp"DEL "%systemroot%\Greenstone.bmp"DEL "%systemroot%\Prairie Wind.bmp"DEL "%systemroot%\Rhododendron.bmp"DEL "%systemroot%\River Sumida.bmp"DEL "%systemroot%\Santa Fe Stucco.bmp"DEL "%systemroot%\Soap Bubbles.bmp"DEL "%systemroot%\Zapotec.bmp"DEL "%systemroot%\Web\Wallpaper\Crystal.jpg"DEL "%systemroot%\Web\Wallpaper\Friend.jpg"DEL "%systemroot%\Web\Wallpaper\Home.jpg"DEL "%systemroot%\Web\Wallpaper\Moon flower.jpg"DEL "%systemroot%\Web\Wallpaper\Peace.jpg"DEL "%systemroot%\Web\Wallpaper\Power.jpg"DEL "%systemroot%\Web\Wallpaper\Purple flower.jpg"DEL "%systemroot%\Web\Wallpaper\Radiance.jpg"DEL "%systemroot%\Web\Wallpaper\Ripple.jpg"DEL "%systemroot%\Web\Wallpaper\Stonehenge.jpg"DEL "%systemroot%\Web\Wallpaper\Vortec space.jpg"DEL "%systemroot%\Web\Wallpaper\Ascent.jpg"DEL "%systemroot%\Web\Wallpaper\Autumn.jpg"DEL "%systemroot%\Web\Wallpaper\Azul.jpg"DEL "%systemroot%\Web\Wallpaper\Follow.jpg"DEL "%systemroot%\Web\Wallpaper\Red moon desert.jpg"DEL "%systemroot%\Web\Wallpaper\Tulips.jpg"DEL "%systemroot%\Web\Wallpaper\Wind.jpg" is very dangerous if you doing it first time, because I had an issue when my logon picture path got changed and I couldn't get in on my account !

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