i had lots of fun in mw2, i could even say it was more fun than any of the cs games. but then again i still ocasionaly play css and i dont even touch mw2.
i had lots of fun in mw2, i could even say it was more fun than any of the cs games. but then again i still ocasionaly play css and i dont even touch mw2.
Mhm. But the chances of killing you is low.
COD is a good game. It just isn't a good series. What I'm saying is, COD needs more innovation. It's still fun though.
And I don't think it should be compared to CS tbh. CS is a tactical shooter, COD is more arcady and arena-ish.
I've got 2 dota 2 beta keys on hand and I'm looking for a CS:GO beta key
So apparently if you email Mary and are super nice and cool, she'll send you a beta key! Rev up those compliments gents, and DO NOT BEG!
CS: GO Finals are about to start - http://www.twitch.tv/copenhagengamescss
http://slap.dk/live/r/25/bracket/ram...ochallenge.htm
SK Gaming - ESC, both are 1.6 teams and beat the tournament's CSS players kinda easily.
Who's Mary?
Could you link us to her email please?
I cant find her on google...
Is there a way to turn off bulltracers?
IMO, Call of Duty sucks. I'm not hopping on the bandwagon here, it's just that the two main COD developers are too damn lazy to make a new engine. Of course I am kind of being hypocritical here in that Valve still uses Source all the way back from '05, but if you looked at a picture of Source back then and a picture of Source now you'd see that it has changed a lot, while comparing a picture of MW3 and Call of Duty 4 you won't see much of a difference. What I'm trying to say here is that Call of Duty is in essence the same game with new maps/guns/scenarios while with Valve you have more than just one series, all of which have new and innovative features with each sequel.
However, I have a feeling COD would be way better if its community wasn't a piece of shit..
I think they lack that expertise. The devs are mainly people that know how to use an existing engine (quite well actually), not so much making their own.
I think that making engines is very costly and they don't want to spend that money doing something that they don't necessarily need to do
Don't just compare graphics, look at the gameplay mechanics of their engine compared to Source. Projectile weapons launch properly in their games when every Source projectile appears after a noticeable lag. Iron sight is an analogue thing just like your W key in COD, and then look at how iron sights worked in DOD:S, and scopes in other Source games are still on/off switches with input lag online. Also you don't get stopped+slowed dead in your tracks when you sprint into bad mapping boundries in COD. There's something very off about player acceleration in Source games. The throwing knife in MW2+shitty local hosting puts the L4D2 dedicated-server charger to shame, and the throwing knife can bounce + hits specific limbs + attaches to the body. Source can't depict a grenade throw fluidly with dedicated servers... wtf is the deal?
What ruins COD is builds and loadouts, their respawn system, and the matchmaking
I cant believe that last week that I happened to get into the dota 2 beta, I would've much prefered CS:GO
i have neither vv
The reason why you notice lag in Source games' projectiles is MOSTLY because of dedicated servers. I know that sounds contrary to why dedicated servers exist for online games, but lemme explain. CoD uses a host system, so most things are animated before the packets come back saying "yeah you just did that". This is called "client-side", where your machine will do something without permission from the host machine (server or another console). This has it's advantages and it's disadvantages. Advantage: Fluid animations, Disadvantage: If your connection is bad you'll do half the animation before being teleported back a few milliseconds.
And if you look at a throwing knife from CoD and a grenade being thrown in CS:S or CS:GO in ~slow motion~, you'll notice that they both are doing very wonky animations.
Why? Because they don't need it to be that precise when it's flying through the air at the speed it's going, and it's too small to warrant putting that much detail in it.
The trajectory and collision (for the most part) is what matters when it comes to that kind of stuff, and I'm pretty sure that's nearly perfect for both games. I say nearly perfect because sometimes in CS:GO a decoy grenade will get stuck in a bot's head and CoD gets this from time to time:
Is it true they give you a guest pass every update? Friend just said this,not sure if its true.
What about COD4's grenades then?
Throwing them after holding them/firing them isn't delayed online like projectile weapons or throwing held grenades in Source games, the grenade appears instantly from your viewpoint. Also the ironsights are just as responsive.
Valve never gives scoping/aiming and projectile weapons the same instant response as WASD and jumping.
Have you ever watched a killcam, or even a replay from blackops/mw3? When you watch one of the server-recorded demos, that's what the server/host is seeing.
The only reason things seem so smooth is because of the absolutely ridiculous amount of interpolation they use.
I tend not to notice lag in COD games because usually you barely even need to aim or compensate for headshots/recoil.
If you go back and play a client recorded source demo it will be similar to that of a COD playback, but if you take a server side demo recording (can be done with SourceTV or TF2's replays) it is much, MUCH different, because it is the server's view.
I don't know where all of you people come from, but CS:S uses hitboxes to figure how much damage a hit should do, Not IF / where it hit!
the thing that dictates collision / bullet hits, is infact: the collision model!
This yellow grid! (its different on each model, this is Ct_gigin)
Also, out of most games I think Source has some of the most accurate Collision models, and network setup in games today.
You can read more here. https://developer.valvesoftware.com/...yer_Networking
I've got 2 dota 2 beta keys on hand and I'm looking for a CS:GO beta key :I
how do i get the server list this fucking matchmaking is terrible and shit
I'm not talking about killcams, I'm talking about realtime. In Source games, you press W in realtime and you move forward instantly. You press Space in realtime and you jump instantly. You press scope in realtime and the scope appears after the send/receive latency. Same thing happens with when projectiles are "fired".
I am highly doubtful about that. I don't know much about this whole topic but It seems odd to me for shooting to be neglected in a shooting game, which is all about precision anyway.
Be fast, be lucky.
BAW6F-JMWVO-O8I3Y
What, why the funnies?
It's a non-used CS:GO key (unless someone was fast of course).
Everything is interpolated, AKA; when you shoot, you SHOOT client-side, and then that command is sent to the server, if anything turns out to be "False" (say you are dead before you can fire) whatever happened preventing you from firing will happen (in this case, you would die) even though you fired.
The only thing not interpolated are things that are completely client-side (Tracers, particles, etc)
I sent a full Microsoft Word site about how I love Valve and asked about a key at the end. She sent me one! :3 Still needs to arrive though. USA to Germany is a long distance.
Technically speaking, IW use a high-performance variation of the Q3 engine, they've just modified it so much that they licence it as their own engine. Don't take this the wrong way, the Source Engine has some Q3 code in its backend stuff. id Software sold a lot of Q3 engine licences because they were simply that good
Source uses much simpler hitboxes for weapons, the collision mesh is only used for ragdoll physics. The CS:GO dev even posted the hitbox difference on the blog site.
afaik There is only 3 lines of "code" from Quake engines left in source, and those are just comments.
I really wish I monitor this thread 24/7
Agreed, I am now monitoring this thread whenever I can, even when I'm playing games on Steam.
That is indeed how sad I am.
If this is still the same Source CS:S ran on then I'll be damned. Looks so nice holy shit
Its running on an updated source engine, little more advanced then the updated source engine in Portal 2.
Is there any chance of the new shit they add in this game, such as the lighting etc getting added to their older games?
Imagine how odd it'd be to see HL2 in CS:GO's graphics engine. It probably wouldn't feel the same, though I agree having lighting like this is better than having square shadows all over staircases and everything.