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#31 | |
![]() Join Date: Dec 2007
Reputation: 0
Posts: 93
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For anyone else interested how and why it works in the way it does, read my OP edit. |
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#32 |
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Banned
Join Date: Mar 2012
Reputation: 30
Posts: 357
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After messing with this map for about 30 minutes I honestly think the way the spread works in GO when you are crouched should actually be what the spread is when you are standing. If you try it and look at what happens it would correct all of the current problems people are having with it, single shots, bursts and long range effectiveness.
Give it a shot and if need be I will make a video. P.S. It still needs to be tweaked for better grouping but this is a step in the right direction. Last edited by lpkane: 03-22-2012 at 04:52 PM. |
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#33 | |
![]() Join Date: Oct 2007
Reputation: 89
Posts: 1,293
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The inconsistency between the drawn decals and what actually goes to the server is really puzzling to me, and it seems like some kind of bug (either in drawing decals or the server registration). P.S. I've said that having a clue about previous versions of CS is not relevant at all. This is interesting info though. Last edited by HeatSurge: 03-22-2012 at 05:01 PM. |
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#34 |
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Banned
Join Date: Dec 2008
Reputation: 65
Posts: 957
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i fully understand what you guys want.. for competitive play, you need bullets to go exactly where you want them or its too hard or its not fun enough for you ..
Some people might like that hardcoreness more realistic difficulty. Competitive people obviously dont. I get it. Good luck ![]() Not being a competitive player, i dont mind it being really difficult. |
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#35 |
![]() Join Date: Jul 2006
Reputation: 52
Posts: 868
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If I remember in Source they do lie (correct me if I'm wrong), I don't know about Global Offensive.
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#36 |
![]() Join Date: Dec 2007
Reputation: 0
Posts: 93
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They do yeah. Blood on the face of an enemy, when you haven't actually hit them etc.
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#37 | |
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Banned
Join Date: Mar 2012
Reputation: 30
Posts: 357
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#38 |
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Foreign Legion: BoB forum
Volunteer Moderator Join Date: Feb 2008
Reputation: 663
Posts: 3,433
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I stated it on the last thread where the guy "proved" GO was accurate. You can't rely upon client-side decals, they mean nothing. Only server-side determination matters.
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#39 | |
![]() Join Date: Oct 2007
Reputation: 89
Posts: 1,293
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I'm not sure this entire discussion is relevant to the development of CS:GO because if it was a certain way in 1.6 and Source doesn't mean that it should be the same way in GO, but it's really piqued my curiosity. |
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#40 |
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Banned
Join Date: Dec 2008
Reputation: 65
Posts: 957
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this video here, should give you a pretty good idea that Valve is listening to you but they are trying new things with CS:GO and it REALLY sounds like they want to go away from 1.6 in this video.
http://www.youtube.com/watch?feature...&v=2fNH7DwLieQ this video almost makes me think theyve turned the forums off lol. NOTICE HE SAID THE WORDS REALISTIC? With quotation marks? i recommend for you to have them up for a 1.6HD edition. Last edited by nyran125: 03-22-2012 at 05:08 PM. |
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#41 |
![]() Join Date: Sep 2007
Reputation: 59
Posts: 549
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Valve
Join Date: Nov 2008
Reputation: 149
Posts: 265
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Thanks for taking the time to make this video!
You're right, cl_lw 0 turns off the client side prediction. But the server is authoritative. cl_lw 1 decals accurately portray the hits that happen on the server and not cl_lw 0, because with cl_lw 0, the client no longer runs the prediction of what the server is actually doing. To demonstrate this, I replaced the target with a grid of 4x4 func_breakables and ran the same shooting test. http://imgur.com/KT439 You'll note that all of the decals are in the center because the client didn't bother calculating the actual spread that happens on the server. But the actual bullets, the ones on the server, broke brushes all over in a pattern that matches the original image we posted. Another way to confirm this is to have 2 players on a server, have the one with cl_lw 0 shoot right next to the other's head repeatedly. Despite the fact that the decals always appear next to his head, eventually you'll kill him with a stray bullet. You should run the same experiment as I did and let us know what you get! |
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#43 | |
![]() Join Date: Dec 2007
Reputation: 0
Posts: 93
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#44 | |
![]() Join Date: Oct 2007
Reputation: 89
Posts: 1,293
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Edit: Nevermind, ido posted something above which makes the above redundant/unnecessary! Last edited by HeatSurge: 03-22-2012 at 05:13 PM. |
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#45 |
![]() Join Date: Mar 2012
Reputation: 184
Posts: 2,721
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bump.
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