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[Shacknews] Possible Counter-Strike 2?? - Page 6

post #51 of 82
Quote:
Originally Posted by iceblade008 View Post
You MUST be joking........

have a look at this video:

YouTube - Counter-Strike: Source hitboxes - you were right..

Proof - and if you really played the game properly you would see it for yourself......
So does this mean CSS is just a crappily made game?

Quote:
Originally Posted by Mootsfox View Post
If I want cell shading and cartoon graphics theres TF2 and now Heros. That's plently

About the CS:S hitboxes, I forget the correct term for it, but it's a great solution to the problem by leading the hitboxes in front of the model. If you want to view it for yourself open console and type
Code:
sv_cheats 1
sv_showplayerhitboxes 2
Solution? To what problem? From what I see, this is exactly the problem.

I'm thinking, though, that this is a way of giving the bullets time to travel so that if the target is like 1000 yards away, they won't die if the cross hair is right on them and the trigger is pulled right away. I noticed in 007 Nightfire that there is a delay between when the trigger is pulled and when the round strikes its target. In the game XIII, no matter how far away the target was, it would be hit the instant the trigger was pulled.

Is this the problem you're talking about, Fox?
post #52 of 82
Quote:
Originally Posted by The Hundred Gunner View Post
So does this mean CSS is just a crappily made game?



Solution? To what problem? From what I see, this is exactly the problem.

I'm thinking, though, that this is a way of giving the bullets time to travel so that if the target is like 1000 yards away, they won't die if the cross hair is right on them and the trigger is pulled right away. I noticed in 007 Nightfire that there is a delay between when the trigger is pulled and when the round strikes its target. In the game XIII, no matter how far away the target was, it would be hit the instant the trigger was pulled.

Is this the problem you're talking about, Fox?
I read an article on it away back, but basically it's to correct for latency.
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post #53 of 82
Quote:
Originally Posted by Mootsfox View Post
I read an article on it away back, but basically it's to correct for latency.
Latency, as in the computers' delay, or as in bullets taking time to travel?
post #54 of 82
Quote:
Originally Posted by iceblade008 View Post
Yes the video is old - but no - it isnt completely fixed at all. Valve have admited there is nothing else they can do to fix it because of limitations in the game engine...

And who says I play on 33tic pubs? Who are you to know what I do when I play?.........

Also - I have friends who play CAL and those who play ED, (i used to) and many of them will readily admit that they abuse the bug themselves - not because they are "cheaters" but because they are the best at their game...
Mhmm..

Look. There is a little thing called LATENCY. All the clients and the servers arnt running perfectly with each other. To counteract that the hitboxes are slightly off a person.. This is because..

Person A's screen: He JUST passed a wall
Person B's screen: He is just coming around the corner

Thats why hitboxes are slightly off center. People just complain far too much. FARRR TOO MUCH. Get over it...

And Moots, thanks for realizing also why hitboxes are "off". If your running your own server with bots, then yeah, its gonna be noticable because the bots dont have latency. Other than that..

Edit: Gunner, Latency as in the computers delay. Bullets in source instantly hit where you shoot.
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post #55 of 82
Quote:
Originally Posted by prosser13 View Post
CS Online is based on the ageing CS:Zero engine and is mainly targeted at the Far East where most LAN gaming centre PCs are not good enough to run CS:Source. It's not the next CS:Source by any means and will likely never take off over here.
OK you right man but honestly i hope this new CS will bring to us a new features.
post #56 of 82
Quote:
Originally Posted by MrHarris View Post
I'm all for updated graphics, just keep the gameplay the same or add to it and not take away
Spot on.
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post #57 of 82
I would love to see a new CS.

I remember when source came out and I was basically "OMG it looks amazing" Now it looks aged and pretty rough.
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post #58 of 82
hope for 1.6 hitboxes!! and recoil.
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post #59 of 82
Quote:
Originally Posted by The Hundred Gunner View Post
I'm thinking, though, that this is a way of giving the bullets time to travel so that if the target is like 1000 yards away, they won't die if the cross hair is right on them and the trigger is pulled right away. I noticed in 007 Nightfire that there is a delay between when the trigger is pulled and when the round strikes its target. In the game XIII, no matter how far away the target was, it would be hit the instant the trigger was pulled.

Is this the problem you're talking about, Fox?
The thing with that is that most maps in CSS don't have any points that are far enough away to really have as much of an effect on bullet time travel as the hitboxes would be making up for, if this were true. Almost everything will be relatively close encounters, and some of the farthest you shoot are from T spawn to mid on dust2, or across the map on assault, which still isn't very far at all and would have little difference in position on a person't movement for the time the bullet is in flight. It definitely wouldn't be 2-3 feet of foot travel difference, as the hitboxes show... bullets aren't THAT slow, even from that far away (which isn't very far...)

because in close encounter fights (which most CS fights are) the hitboxes wouldn't account for that.

But I do believe that it would make up for latency delays, because on one person's screen the other person isn't that far yet.
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post #60 of 82
Quote:
Originally Posted by Mootsfox View Post
I read an article on it away back, but basically it's to correct for latency.
This is what moots is talking about:

http://developer.valvesoftware.com/w...yer_Networking

Scroll down.

It's called lag compensation, explained very well.
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