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
[QUOTE=nige111;35435951]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 [I]ridiculous[/I] amount of interpolation they use.[/QUOTE]
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".
[QUOTE=arby26;35437344]Same thing happens with when projectiles are "fired".[/QUOTE]
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).
[QUOTE=arby26;35437344]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".[/QUOTE]
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)
[QUOTE=ewitwins;35432149]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![/QUOTE]
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.
[QUOTE=Juniez;35434050]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[/QUOTE]
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 [i]that good[/i]
[QUOTE=glitchvid;35436425]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)
[img]http://static.glitchvid.com/images_andthatshiz/fp_posts/cs_go_gc/css_hitvscollision.png[/img]
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. [url]https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking[/url][/QUOTE]
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.
[QUOTE=SekritJay;35438938]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 [i]that good[/i][/QUOTE]
afaik There is only 3 lines of "code" from Quake engines left in source, and those are just comments.
[QUOTE=Hatsen;35438533]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).[/QUOTE]
I really wish I monitor this thread 24/7
[QUOTE=kidkiller745;35439061]I really wish I monitor this thread 24/7[/QUOTE]
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
[QUOTE=Recurracy;35439618]If this is still the same Source CS:S ran on then I'll be damned. Looks so nice holy shit[/QUOTE]
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?
[QUOTE=Benji;35439998]Is there any chance of the new shit they add in this game, such as the lighting etc getting added to their older games?[/QUOTE]
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.
No it's the portal 2 branch.
Guess you won't be damned after all.
[QUOTE=UberMunchkin;35440061]My PC Gamer subscription came in the post earlier, I took a few pictures of it with my Phone.
PCG Pics[/QUOTE]
Damn, now I want to read it, but for some weird reason my subscription seems to come like a week late
This beta crashes a lot. Is there any way to reduce crashing?
[QUOTE=Kommunist;35440606]This beta crashes a lot. Is there any way to reduce crashing?[/QUOTE]
Wait for the next patch.
Seriously though, I've been crashing a lot too. My advice is to vote NO on those map change votes, as, aside from being obnoxious, the map change often screws with my game and I tend to eventually crash on the changed map.
But beyond that, yeah, next patch will hopefully clear some of that up.
[URL="http://finance.yahoo.com/news/nexon-korea-corporation-valve-corporation-020000059.html"]Valve is high[/URL]
Anyone know when the next batch of keys will go out?
Why don't valve simply Translate their counter strike and sell it to asia? Maybe make a few maps in asian cities if their goverment's aren't offended by it? Why do they need to give it to nexon?
[QUOTE=Recurracy;35440089]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.[/QUOTE]
It's the same engine, with the same shadows available in Portal 2 except now it has cascaded shadowmapping support.
[QUOTE=The Jack;35441731]Why don't valve simply Translate their counter strike and sell it to asia? Maybe make a few maps in asian cities if their goverment's aren't offended by it? Why do they need to give it to nexon?[/QUOTE]
Asian markets are different from western markets.
[QUOTE=CakeMaster7;35441983]Asian markets are different from western markets.[/QUOTE]
I believe there was a Half-Life 2: Deathmatch arcade thing in Japan back in 2005 or something
[QUOTE=MaxOfS2D;35442335]I believe there was a Half-Life 2: Deathmatch arcade thing in Japan back in 2005 or something[/QUOTE]
It wasn't deathmatch iirc, just singleplayer mode done a la Time Crisis.
[QUOTE=Hell-met;35442924][URL]http://en.wikipedia.org/wiki/Half-Life_2:_Survivor[/URL][/QUOTE]
[img]http://upload.wikimedia.org/wikipedia/en/3/32/Half-Life_2_-_Survivor_screenshot.jpg[/img]
oh my god :v:
[editline]5th April 2012[/editline]
Personally, I'd like to see Counter-Strike NEO remade and brought to the US.
[QUOTE=Hell-met;35442924][url]http://en.wikipedia.org/wiki/Half-Life_2:_Survivor[/url][/QUOTE]
Oh, right. Here's a video of it, too.
[media]http://www.youtube.com/watch?v=vbF0ooRJWkI[/media]
Sorry, you need to Log In to post a reply to this thread.