CS:S Terrorist Polished

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  • mickey

    #46
    btw the doors open out to whoever opens them so they open both ways.



    Also this assault map is pretty nice, small changes make it something new to learn while keeping the old T bias...which I always did like to give the CT's a challenge.



    The best map in my book...I always go CT to improve those skills vs the stat whores that just want easy pickings. If you have a coordinated team it can be a very good game.

    Comment

    • Pan the Goat God

      #47
      Thats the appeal of assault.



      If you want to feel better about yourself, go T.



      If you want a challenge and actually have fun for once, go ct.

      Comment

      • Fuzzio

        #48
        Is it me or do the terrorists have really short legs?

        Comment

        • ukHazard

          #49
          The default for all Source servers is Secure, but what we don't know is whether the banning / cheat detection part is in yet. And probably a good thing too.

          Comment

          • Smurfzilla

            #50
            vamiciouskanid wrote..

            Back on topic with the update



            The new model updates are HORRIBLE.



            Why? Simple. Have your friend stand up against a wall, stand a few feet away and aim above the eyes at the temple.



            Notice that hits are notregistering?



            That is because they stretched out the models, but failed to do so with the hitboxes.



            Thanks VaLVE for the fuck up 30 minutes before a match my clan had.



            I never flame Valve ... But it was just the worst timing today...
            you know that the ppl u played in your match, also had the 'stretched out' models?

            Comment

            • Thortok2000

              #51
              http://wc3.recongamer.com/source.wmv



              This shows hitboxes on moving targets, supposedly on a client-side 'server' with bots. I'm betting that the fake lag cheat was on, but still, do what it says and test it yourself.



              I don't own source, but I think it should be a simple matter for the client side to work overtime at making sure the model was where the hitboxes are on the server. Server sends 'hitboxes are here', model gets moved to the hitboxes' location. Makes sense to me. There should be a client-side lag prediction setting.



              After all, 1.6 doesn't have hitbox problems (well, some, but mostly from behind, not in front/side), so what's the deal? Source is supposed to be an upgrade, not a downgrade.

              Comment

              • azz0r

                #52
                Not this stupid argument again.



                STFU.

                Comment

                • ultracooldom

                  #53
                  entRo wrote..

                  You're dumb?
                  oh right you judge people upon one word they aren't familiar with!



                  you seem to me like an arrogant arsehole... doubt you have a life

                  Comment

                  • Salamandra

                    #54
                    It is a rather commonly used word.

                    Comment

                    • Spedmaster

                      #55
                      Let me have men about me that are fat;

                      Sleek-headed men and such as sleep o' nights:

                      Yond Cassius has a lean and hungry look;

                      He thinks too much: such men are dangerous.
                      -- Julius Caesar. Julius Caesar by William Shakespeare, Act I, Scene 2.

                      Comment

                      • Que_?

                        #56
                        Someone said that they email Alfred about the AI.....don't know how true this is.
                        We have been working on making them smarter for a while, we should have

                        a fix soon.



                        -Alfred Reynolds
                        I email him to see if it was true.



                        http://files.filefront.com/Hosties_are_...fileinfo.html

                        Comment

                        • RobinsonCutter

                          #57
                          after reading that steam forum article i've had a bit of a revelation. it seems to me the reason we have hitboxes is because the people at valve have always taken hit detection from a 3d point of view. by this i mean that the hitboxes are another 3d model entirely that the shots interact with. this obviously makes boxes use less CPU power than spheres or other oddly shaped polyhedrons. why not just redesign the wheel here? instead of using another model, why not have a series of perfect spheres extend from points on the actual player model bones that exist solely in a mathematical world. by this i mean that there are 3 or more equations for for spheres with origins on the player model bones. there's no rendering of the spheres--just the equations. now imagine there's a cylinder surrounding the entire model, and when a shot passes through the cylinder, it's trajectory is checked against the spheres' equations. if a point on the line is found to be within a sphere, it registers as a shot in that location. oh, let me backtrack for a minute. when i say sphere equations they don't necessarily have to be spheres--they can be the equations of whatever polyhedron best fits the area on the player model. ok back on track. if what i described sounds familiar to you, it's pretty much how hit detection works in Unreal Tournament as far as the proximity cylinder goes. (when a hit registers against the cylinder, the damage is given to the nearest player bone to the point at which the hit struck the cylinder.) the part about checking the trajectory against the equations on the nearest player model bone was a system implemented by a UT2k4 mod called Frag.Ops (www.frag-ops.com). it works perfectly and has a lot less cpu overhead than the 3d implementation of a high-poly hitbox model like in doom3. if you play frag.ops you'll find that, in 99% of cases, that if you hit the player model you register a hit with the server, and if you miss, by so little as even a pixel, you miss the target. what all this means is it would be possible for valve to achieve doom3 quality hit detection with comperable cpu overhead to today's hitbox system.

                          edit: instead of spheres, a series of small cylinders (like really thin slices) would be the best shape to fit to a player model. with something like that you could even have hit detection on individual fingers.

                          appended @ [time="1121446043"]

                          edit again: oh, and you have to realize that in the unreal engine world, collision detection is very different from the valve world. collision takes into account model rendering so there's less clipping. it's weird.

                          Comment

                          • ultracooldom

                            #58
                            Spedmaster wrote..

                            -- Julius Caesar. Julius Caesar by William Shakespeare, Act I, Scene 2.
                            ooh, i've read every shakespeare play except for that one!!! only messin, shall i start quoting roald dahl?



                            frobscottle - the BFG

                            Comment

                            • .syL

                              #59
                              Btw, doom3 does use per-poly hit detection, but quake4 will use hitboxes again.



                              What's really interesting me is whether the model update changed those weird point of view problems css was/is suffering from. have a look at how it used to be:



                              http://clientes.netvisao.pt/sstrike/d2/pov.htm

                              Comment

                              • entRo

                                #60
                                ultracooldom wrote..

                                oh right you judge people upon one word they aren't familiar with!



                                you seem to me like an arrogant arsehole... doubt you have a life
                                No, I said you're dumb because instead of simply looking the word up in any of the many online dictionaries, you chose to look like a moron on here instead.



                                Way to go!

                                Comment

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