CS: Source Update Round Two

Collapse
This topic is closed.
X
X
 
  • Time
  • Show
Clear All
new posts
  • icyfire4191

    #46
    hey this isnt icyfire...im his friend..but anyways...i restarted my steam which is supposed to show the cs:source beta mod on my steam, but it didnt show up.....i keep restarting but it just doesnt come up.....need sum answers for y this is happening and how u can fix it....

    Comment

    • kyleb

      #47
      turns out the pixel dimensions aren't limited, but the file size is limited to 130kb. that means 256x256 sprays work fine. :)

      Comment

      • entRo

        #48
        Playing with some friends and being on ventrilo, we noticed the smaller objects (cans, cinderblocks) and bodies are not the same from person to person. One friend would shoot a can while I was somewhere else in the map, and then when I'd go to him and where he saw the can as being, it wasn't there for me.



        We would kill ourselves with grenades to watch the ragdoll phyiscs, and he would see bodies differently then I saw them. I'll try to get some webhosting and post the screens we took. Try it out yourselves.



        Also, gravity has absolutely no bearing on any objects or dead bodies. Barrels fly/roll the same at 0 gravity as they do with 800 gravity. Bodies fall at 0 gravity, and if someone is killed by a grenade, they fly the same at 0 gravity as they do at 800 gravity. That's kind of dissapointing. Hopefully it can be fixed/changed while CS:S is still in beta.

        Comment

        • AceR

          #49
          entRo wrote..

          Playing with some friends and being on ventrilo, we noticed the smaller objects (cans, cinderblocks) and bodies are not the same from person to person. One friend would shoot a can while I was somewhere else in the map, and then when I'd go to him and where he saw the can as being, it wasn't there for me.



          We would kill ourselves with grenades to watch the ragdoll phyiscs, and he would see bodies differently then I saw them. I'll try to get some webhosting and post the screens we took. Try it out yourselves.



          Also, gravity has absolutely no bearing on any objects or dead bodies. Barrels fly/roll the same at 0 gravity as they do with 800 gravity. Bodies fall at 0 gravity, and if someone is killed by a grenade, they fly the same at 0 gravity as they do at 800 gravity. That's kind of dissapointing. Hopefully it can be fixed/changed while CS:S is still in beta.
          That's true, i think it's client side (all the physics and such).. not sure tho.

          Comment

          • kyleb

            #50
            anything that you can walk though is done with client side physics so as to keep bandwidth usage reasonable, it isn't a bug but simply the way the designed it.



            as for gravity and physics objects, i'd guess they just didn't see any reason to mess with it as changing gravity isn't really part of the game.

            Comment

            • Linux

              #51
              Time for some more fixage valve??? I think so :-D Lets make the Beta Uber and then have the real game go back to step one...

              Comment

              • n8bowa

                #52
                Edited by [user="239927"] @ [time="1093076983"]

                entRo wrote..

                Playing with some friends and being on ventrilo, we noticed the smaller objects (cans, cinderblocks) and bodies are not the same from person to person. One friend would shoot a can while I was somewhere else in the map, and then when I'd go to him and where he saw the can as being, it wasn't there for me.



                We would kill ourselves with grenades to watch the ragdoll phyiscs, and he would see bodies differently then I saw them. I'll try to get some webhosting and post the screens we took. Try it out yourselves.



                Also, gravity has absolutely no bearing on any objects or dead bodies. Barrels fly/roll the same at 0 gravity as they do with 800 gravity. Bodies fall at 0 gravity, and if someone is killed by a grenade, they fly the same at 0 gravity as they do at 800 gravity. That's kind of dissapointing. Hopefully it can be fixed/changed while CS:S is still in beta.
                There's two types of physics objects in the game:



                Client-side: Objects in this category are controlled by the player's computer only, thus the name client. Each players' computer consists of different physics calculations and predictions, so it looks different from person to person--sometimes by a large margin. These include ragdolls, small cans, cups etc etc; all the unimportant, small stuff that hardly effects gameplay. These also have no effect on server-load. The only similarity with these client-side objects between clients is that they all spawn in the exact same spot.



                Server-Side: Objects in this category are controlled by the server. The same exact physics calculations on objects are broadcasted from the server and onto all clients, so that everyone sees every server-side object in the exact same place as everyone else on the server. There is a distinct delay between shooting these objects and having them react physically, and it becomes longer with the more clients on a server. This is b/c, when you shoot/collide with them, alot of information must be sent across the internet and to everyone on the server before whatever has happened can show up on the clients. In the CS:Source BETA, these objects include tires, barrels, large buckets or cans, baskets, that car engine right outside of the CT spawn, and all weapons in the game. If you think about how many server-side objects there are in the beta (must be like 30-50 or maybe more), the game handles them all pretty damn well.



                I believe there will be a way to define specific objects to become server-side or client-side (heard something about this in an interview). For instance, in UT2004, the server admins have the option of making ragdolls server- or client-side. It's just that the more server-side physics objects you have, the more of a burden it becomes on the server.



                Great to see another update :-D . I wonder if they plan on updating daily, or every other day or so. I noticed some stuttering with this latest update, though, but nothing bothersome. Nice to see I can alt-tab out of the game now without it crashing too.



                Now lets see a hit detection update

                Comment

                • Q(''Q)

                  #53
                  n8bowa is EXACTLY spot on right.... u've done ur homework... lol

                  Comment

                  • ma_cherie

                    #54
                    n8bowa wrote..

                    There's two types of physics objects in the game:



                    Client-side: Objects in this category are controlled by the player's computer only, thus the name client. Each players' computer consists of different physics calculations and predictions, so it looks different from person to person--sometimes by a large margin. These include ragdolls, small cans, cups etc etc; all the unimportant, small stuff that hardly effects gameplay. These also have no effect on server-load. The only similarity with these client-side objects between clients is that they all spawn in the exact same spot.



                    Server-Side: Objects in this category are controlled by the server. The same exact physics calculations on objects are broadcasted from the server and onto all clients, so that everyone sees every server-side object in the exact same place as everyone else on the server. There is a distinct delay between shooting these objects and having them react physically, and it becomes longer with the more clients on a server. This is b/c, when you shoot/collide with them, alot of information must be sent across the internet and to everyone on the server before whatever has happened can show up on the clients. In the CS:Source BETA, these objects include tires, barrels, large buckets or cans, baskets, that car engine right outside of the CT spawn, and all weapons in the game. If you think about how many server-side objects there are in the beta (must be like 30-50 or maybe more), the game handles them all pretty damn well.



                    I believe there will be a way to define specific objects to become server-side or client-side (heard something about this in an interview). For instance, in UT2004, the server admins have the option of making ragdolls server- or client-side. It's just that the more server-side physics objects you have, the more of a burden it becomes on the server.



                    Great to see another update :-D . I wonder if they plan on updating daily, or every other day or so. I noticed some stuttering with this latest update, though, but nothing bothersome. Nice to see I can alt-tab out of the game now without it crashing too.



                    Now lets see a hit detection update
                    Wow, I'm impressed. I didn't know about the UT2K4 control though, that's nifty.

                    Comment

                    • David Johnston

                      #55
                      Nice work n8bowa, you've just educated a whole bunch of people!

                      Comment

                      • jo0ni3

                        #56
                        I wanna kill myself for EVER doubting VALVe....

                        Me loves them...

                        Comment

                        • [Mage]wildwest

                          #57
                          huh, anyone have any problems since this update? when i load up the beta my screen just goest black. It worked fine beforet this update, hrmm..

                          Comment

                          • Steve_81

                            #58
                            I wish the bodys were the same for everyone. Theres been times where I was below some steps shooting up at a CT but a dead body was in the way and I hit that instead. I wonder what it does when there is a body in the way for one person, but not the other?

                            Comment

                            • Kommunistsvin

                              #59
                              Did this update change sensitivity for anyone else? The actual sensitivity number is exactly the same, but the mouse moves really fast now. Both in game and menus.



                              //Difficult to match the new sensitivity to what I used to have. Even 1 is too fast :/

                              Comment

                              • EL17E

                                #60
                                cliffe, i have a request.



                                since all beta testers own cz or will own hl2 when it is released, could you please put the bots in CS:S BETA so i can play it on my laptop at work. I dont have an internet connection there and i am working 60 hrs a week. i hardly ever get to play it. plz plz plz plz plz? I IMPLORE YOU!!

                                I know you can. i tried to add them and it says they are not available in the beta. it would be so awesome. I'll give you 5 dollars.

                                Comment

                                Working...