New Counter-Strike: Global Offensive Pics Released

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Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Sun Apr 01, 2012 12:06 pm

We are talking about the dynamic shadow mapped ones right? In this case, their P2 filtering method should look fine blurred to moderate/extreme amounts.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby nub on Sun Apr 01, 2012 7:43 pm

ScarT wrote:
Sathor wrote:I am pretty sure about it. Cause my map will be 1 Gigabyte in file size and won't run on the consoles :smt021

Oh whatever ... I actually quite like it, Valve does obviously not want to change it a lot. The sharp shadows outside bother me most.

Perhaps their new system does only allow those sharp shadows? Or they just want to show off.

That's the dumbest thing I've heard in a while. How would the map size relate to the quality of the map? :smt021


Quite a bit, actually. When you use more detailed lightmaps, the filesize of the BSP goes up a lot. His map is using a bunch of custom content he created, so he's probably got a ton of custom textures embedded in the BSP. If you use mostly high resolution textures then they'll eat up disk space in no time, especially if they're uncompressed.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby dark0r on Sun Apr 01, 2012 8:02 pm

Gary wrote:It would be easy for them to make the shadows softer. AFAIK

It would be hard to do this locally (i.e. not affect the entire level)
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Gary on Sun Apr 01, 2012 11:10 pm

dark0r wrote:
Gary wrote:It would be easy for them to make the shadows softer. AFAIK

It would be hard to do this locally (i.e. not affect the entire level)


Depends; if it can be done through m_flShadowFilterSize, then it's extremely easy to localize. If they have to mod the shader to do it(which I doubt), then it would be difficult.

I assume the sun and projectedtexture entities use different amount of blur/filter.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby pk_hunter on Sun Apr 08, 2012 1:50 am



Recorded some gameplay with urby.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Dives on Sun Apr 08, 2012 2:01 am

If anyone is interested, putting +weapon_recoil_model 0 (default is 2) into the launch options will give the game recoil behavior that is identical (or nearly) to 1.6 if you load a map from console. I think it feels MUCH better than the current setting. The CS:GO steam forum is pleading for 0 to be default like they've never pleaded before.

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Re: New Counter-Strike: Global Offensive Pics Released

Postby Smurftyours on Sun Apr 08, 2012 2:13 am

I wish I had a beta key. :(
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Re: New Counter-Strike: Global Offensive Pics Released

Postby zero_two on Sun Apr 08, 2012 10:17 am

I find it amazing how much people whine over the smallest little things.

"My recoil isn't predictable, what is this rubbish? I demand you change it immediately!"

:roll:
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Dives on Sun Apr 08, 2012 10:41 am

I do agree that they whine over little things, but recoil isn't little. Its what separates CS guns from CoD guns.The ability to control and predict where your bullets will go creates a high skill ceiling which is what the game needs to be played competitively. It also just feels awful being at the will of the random nature of your gun.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby source-maps on Sun Apr 08, 2012 1:31 pm

if people don't whine, you think the devs will do anything spontaneously?
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Re: New Counter-Strike: Global Offensive Pics Released

Postby nub on Sun Apr 08, 2012 10:35 pm

I honestly like the new recoil model more than the old one, though I can't say it's perfect. I just hate how people can spray the AK or the M4 and be able to get headshots in the process. It just comes down to where your crosshairs are aimed, rather than that PLUS how many rounds you're firing at a time. I think the randomness of the new recoil model is a deterrent to it, which is precisely why I like it.

In my opinion, they need to make a recoil model that caters towards controlled bursts rather than being able to spray a stream of bullets and know where they're going. That way the game would feel a bit more logical, but still have a skill ceiling so to speak.

Honestly, I think Battlefield's doing it right by simulating physical rounds. If CS were to use actual projectiles that have to actually travel to their destination, it could add a lot to the game. Then again, Battlefield is a much different game from CS so it could have a negative effect.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Smurftyours on Mon Apr 09, 2012 2:55 am

nub wrote:Honestly, I think Battlefield's doing it right by simulating physical rounds. If CS were to use actual projectiles that have to actually travel to their destination, it could add a lot to the game. Then again, Battlefield is a much different game from CS so it could have a negative effect.


Count of times I have been killed by someone I just killed at the same time in BF3: 999999999999999999
Count of times I have been killed by someone I just killed at the same time in CS: 0

If anything BF3 fails to capture the fact that bullets go really, really, really fucking fast.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby nub on Mon Apr 09, 2012 3:45 am

It's very possible for two people to shoot each other at the same time in real life. Granted it sucks for it to happen in Battlefield, but it's possible. Plus, it makes sniping more rewarding because you have to really aim your shot by leading your target and aiming high. But yes, you are right. Bullets do feel a bit sluggish in Battlefield.

In CS, there's no bullet travel whatsoever. The "bullet" simply appears at the point of impact instantaneously. That's too fast, lol.

But despite all that, it was just a thought, that's all. CS wouldn't be CS if it had bullet physics and stuff. It's far more "arcadey."
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Re: New Counter-Strike: Global Offensive Pics Released

Postby joe_rogers_11155 on Mon Apr 09, 2012 3:53 am

@smurf: they do not move as fast as you might think. ive been on firing lines 700m-1km long and you can hear the plinking of bullet on metal after about 0.333 to 0.5 of a second after squeezing the trigger. in the heat of combat, that amount of time is the difference between life and death.

i think BF3 is doing it right because it is striving for realistic performance. that's not to say that source is doing it wrong.

in a source game i think it would be strange and nearly unacceptable for there to be bullet drop and/or significant travel time between trigger squeeze and round impact because source lends itself to a more arcade-style gameplay feel (CS, L4D, TF2 ... none of which are realistic shooters). i think the same applies for COD. both source and iw-engine teleport their bullets to the target instantly and rely solely on mathematical spread to simulate reality.
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Re: New Counter-Strike: Global Offensive Pics Released

Postby Smurftyours on Mon Apr 09, 2012 5:43 am

joe_rogers_11155 wrote:@smurf: they do not move as fast as you might think. ive been on firing lines 700m-1km long and you can hear the plinking of bullet on metal after about 0.333 to 0.5 of a second after squeezing the trigger. in the heat of combat, that amount of time is the difference between life and death.


Thats 700m, bullets in bf3 see these kind of delays in ranges less than 50m. Literally I have been shot by people I killed in distances of less than 5m in bf3 and its completely fucking annoying to get fucked over by bullet delay and crappy registry. Honestly nothing other than trace lines would ever work for counter strike, and I would prefer if all the ballistics in bf3 had vastly increased speed.

BTW go load up a big map on Bf3 and stand 700m away from a point and realize how fucking far that is in the game.
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