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Old 02-19-2005, 04:51 AM   #1 (permalink)
 
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A call to the modifiers!

Listen, I got so fed up with CS:S tonight that I almost uninstalled it. Three times I was running around a corner away from bullets just to have them hit me in the back as I was rounding the corner, and thus pulling me backwards into the unfriendly side of the turn. I want my emphasis to be on the "pulling me backwards" part. As I'm sure many of you have noticed, bullets in CS:S (even more so than 1.6-) pull you toward them after hitting you. This is annoying and pretty much seems like BS to me - taking a direct hit from a .50 deagle round in the back is more realistically going to knock you on your ass 6 feet from impact.

So please, for the love of physics, could one of you mod. experts make a small mod that delivers force based upon round type?

Even if the TG servers didn't want to use it, a friend of mine who runs the server that I mostly play on could use it, and likely make it very popular.

*begs*
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Old 02-19-2005, 08:45 AM   #2 (permalink)


 
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Re: A call to the modifiers!

I think you'll see lots of updates for CS: S regarding this system, You have to understand when the game was being built for source it was not using the physics of source just the graphics, i'm not sure why.

I'm sure there are also lots of complaints similar to yours in steampowered.com forums or the VERC.
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Old 02-19-2005, 09:09 AM   #3 (permalink)
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Re: A call to the modifiers!

Aye... When I started my mapping, I noticed several threads in VERC and steampowered.com ranting and raving about the "stupid object push" and "bullets do crazy crap"

There is also problems with armor it seems. Start paying attention to the kill box up in the top right hand corner. You'll notice that almost EVERY kill in the round/game is a headshot. Very few aren't. Mostly scouts aren't.

I was playing office the other night and I got shot like 600 times. I was sitting in the conference room with 1 HP and 100 armor. I thought that was retarded. I don't see why we buy the crap if it's not gonna help.

And yes, soon, there will be updates and patches to fix this.

We're in a whole new realm now. Remember when TS came out for Half-Life one? The Specialists that is, if anyone played it.

It was a graphical revolution. Amazing gameplay stacked on top of the best graphics seen on the Half-Life one engine.

Then came NS. Another amazing game.

Now, concider this. If the HL1 engine could do that, what can the HL2 engine do? We have no idea of it's limits, or if it even has any.

After watching CS evolve from 0.9 (Quake version), to 1.6 on the HL engine, I can only begin to imagine what CSS will look like in a year. And honestly, I don't want to see it in two years. That scares me.

If you played HL2, you will know that there are no limits.

Do this. Next time you are playing de_piranesi, go to the b site in spectate. Look at the statue orb thing beside the red circle for the site. In the middle of it you will see a small orb. Get close to that orb and below it, like you're crouched under the orb beside the red circle looking up at the center of the statue/monument. Then, you will know instantly that CSS on the HL2 engine has hardly no boundaries.

-Mom
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Old 02-19-2005, 01:29 PM   #4 (permalink)

 
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Re: A call to the modifiers!

Quote:
Originally Posted by Yer Mom
Then came NS. Another amazing game.

Now, concider this. If the HL1 engine could do that, what can the HL2 engine do? We have no idea of it's limits. After watching CS evolve from 0.9 (Quake version), to 1.6 on the HL engine, I can only begin to imagine what CSS will look like in a year.
I was just talking to Apophis about NS on Source the other day. The game's dev team has stated it wants NS on Source, but they've yet to commit anything of substance to the playerbase. I told Apo NS was a "beautiful" game. When he laughed and called it "an Atari game," I responded by saying.. "It's on an Atari engine."

I look at CSS and the HL2 screenshots (I've not played HL2) and imagine NSS. I'm scared to death what such a fast-paced game would do to my Source FPS, but it would be such an amazing experience if my machine could handle it. I hope the NS dev team takes the game to Source... not because I long for better anything in NS, but because playing CSS convinces me that the engine has so much more potential than CSS demands from it.
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Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future.
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Old 02-19-2005, 01:48 PM   #5 (permalink)
 
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Re: A call to the modifiers!

NS on source would look amazing. And it would actually play correctly too.
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Old 02-19-2005, 05:23 PM   #6 (permalink)
 
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Re: A call to the modifiers!

Quote:
Originally Posted by tekunogekai
taking a direct hit from a .50 deagle round in the back is more realistically going to knock you on your ass 6 feet from impact.
Imagine what would happen if somone fires a shotgun at point blank range at you
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Old 02-19-2005, 06:21 PM   #7 (permalink)


 
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Re: A call to the modifiers!

Quote:
Originally Posted by Wolfie
Imagine what would happen if somone fires a shotgun at point blank range at you
You'd drop straight down to the ground...

But it sure looks cool in the movies when someone goes flying through the air from the impact of tiny little pieces of lead, huh?
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Old 02-19-2005, 10:10 PM   #8 (permalink)
 
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Re: A call to the modifiers!

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Originally Posted by CingularDuality
You'd drop straight down to the ground...

But it sure looks cool in the movies when someone goes flying through the air from the impact of tiny little pieces of lead, huh?
I thought we were talking about Hollywood physics
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