I was supposed to go to work in an hour but I thought 5 cool things about counter strike would be nice to learn in the time berfore then. I was immersed in the interesting points and eager to do some more research on them. I was hooked. I had 10 minutes left when I finished messing around with skyboxes but then... oh the horror... 3kliksphilip dropped the mask and unveiled his treacherous face. There were 3 more cool things! I rushed into the game testing out some one way smokes. 4 minutes left. I dug up my dictionary and learened the spelling for incendiary. 2 minutes left. I went back to the game testing out cl_crosshair_recoil 1 in CSGO and jumped into my car. I arrived 3 minutes late at work and I was fired on the spot. Since then my wife has left me, I have been kicked out of my home and my dog has been eaten by a bear. I am typing this comment from the library computer! I damn you 3kliksphilip! My foot would like to visit the shadows of your nether regions! How could you do this to me? Disliked and unsubscribed!!!
Small correction: The bear who eaten your dog has also now eaten your ex-wife. I may or may not have been involved in this but we don't talk about such unimportant Small details here.
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The legs in L4D2 were apparently removed because they conflicted with the way the Jockey was implemented, in case anyone is wondering why. The files for it were unfortunately lost, but seem to have been dug up anew or remade for CS2.
@@itdobelikedattho8112 Not entirely sure, I was just told the Jockey is to blame. With how janky Source is, I wouldn't be surprised if the Jockey is to blame for all bugs in the game lol.
It used to be like that on Inferno in CSGO. It was reverted to have closed skyboxes again because CTs were able to keep banana smoked for the whole round by smoking it from A site. Also Ts were able to fake a ct smoke from mid. It was pretty bad.
grenades ignoring skyboxes is going to be really interesting moving forwards, especially for maps like inferno. i wonder if they will have to alter the maps in the future to account for it.
I think it should be limited so if grenade is flying for too long or too far in units it should just popout because right now you can just smoke all places right from spawn and it’s not fair for CT in d2 because they start on closed spawn.
Looking down and seeing legs is such an underrated visual feature in fps games and it is pretty disappointing how many modern games don't do it. It grounds you to the environment and increases the immersion substantially imo.
I honestly don't like it cause all it does is block my view when looking down, especially in games where you do a lot of movement and they just end up in your face when sliding or jumping. I much prefer being a floating gun with arms.
It’s one of those things that make the game feel better even if you don’t notice it. Some people don’t like how it obstructs the view but IMO I think that complaint misses the point of the first person perspective entirely.
Squad also does this pretty well, and it even applies to the proximity voice chat. I remember defending some small layered structure with a machine gun in one match and the way the shouts of my mates from the lower floor echoed up the staircase was awesome.
I loved the reverb effects in HL1 based games. Nowadays, there is so much tech like impulse responses and dynamic sound occlusion that can make sound design in games stand out. Glad they added a better system to CS2, even if it's not as lovely over the top as it used to be.
Modding is one of the things I miss from Counter-Strike, I know custom servers are still around, but it's just not the same anymore. The only reason I stopped playing Counter-Strike is because of how it veered into being predominantly esports focused and putting less emphasis on community servers. Valve pls fix
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That grenade practice feature is incredible. Practicing nades was one of the most frustrating and weirdly difficult things about CSGO for me, that'll be a huge help.
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0:24 The footage you are using is NOT Aureal A3D's sound in action. It is the Aureal A3D Rooms demo on Windows 7 being emulated with OpenAL Soft's HRTF through the DSOAL wrapper. There aren't even any echoes in the footage, as A3D's advanced "wavetraced" reverb cannot be emulated. You should have used PhilsComputerLab's recording instead, or Hiradur's recording from the Internet Archive.
I'm really liking the return of some the old music tracks in your videos. It evokes a nostalgia and creates an energy that keeps me interested. Fantastic vid, Phil
Procedural animation and competitive shooter kinda don't go together super well. I prefer keeping things clean and consistent, even if it doesn't look quite as good (and to be frank, the alyx animations look really incredible)
@@masononemine1702 It doesn't look like it's done in screen space, which means it must be raytraced to give this quality. It looks very close to "ground truth", or how AO looks in raytraced animation and film CG renders.
@@unfa00 it's probably utilizing an effect I've imagined for engines like Source for a long time, but never had any knowhow to produce. 90% of the lighting in Source maps is baked, generated from path-traced lighting. What if the baked lighting _also stored the angle_ of its illumination so that models blocking that angle would cast a shadow? Seems that's exactly what Valve has done with Source 2, and it produces a far more temporally coherent shadow that doesn't change as much from shifting your viewing angle.
@@Something_Disgusting Valve has come up with ways of handling lighting direction without storing a lighting normal in the normal mapping shader I forget the name of. Basically lets you have shadows in the normal map instead of just lighting angles. I don't play CSGO so I dunno where it's used there, but those very nice looking large rock/gravel textures from TF2 use that shader, there's a whole paper Valve made on it that's cool. So it's possible this is done without storing everything but instead calculating it from other stored info for the lightmap bake
I teared up a little at the final bit of ut99, it was really amazing booting up a practice match with bots and doing all kind crazy stuff with modifiers, very nostalgic
When you were talking about Valve asking artists not to bake AO or other lighting information in their textures, that's basically the case with all proper PBR texture implementations. In a game with Spec Gloss PBR for example, black sections in the diffuse map indicate completely metal surfaces. You can see why you wouldn't bake AO into the diffuse map in that case.
The wide-legged pose is actually the standard taught in most militaries for how to stand when shooting, it gives you a large upper body range left to right while giving you a much more stable footing while also being easy to break into sprint from. It looks goofy in CS, but yeah, it is realistic.
In the 90s, the best audio to be had was A3D which crapped all over Creative's janky EAX. The only thing EAX does is add different reverb. A3D on the other hand did audio wavefront simulation that made sound actually adapt to the shape of the environment, and it was leagues better. Then Creative bought out Aureal and killed off A3D instead of continuing to bring it to market due to its superiority. It sounds like game audio is finally coming back around on its own and adding its own awesome post processing to bring us the sort of aural experience that we already had 25 years ago.
Using Half-Life w/ ray trace mod was a great choice of GoldSrc footage to use, and yes I'm enjoying the heck out of it. Also thanks for showing us you can't actually shoot yourself in the foot in CS2.
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A good example of ambient occlusion (in a real sense) is how you don’t exactly have shadows when it’s cloudy, but underneath your feet it is still dark. Same goes for cars.
The new smokes use volumetric particles, I believe. I don't remember if that's the name, but it was first created for Alyx because traditional particle effects are only rendered in 2D and just face the player and it looks weird with the binocular vision in VR, so they created the new particle effect system that's rendered in 3d and changes based on viewing angle because it's an actual 3d object.
the follow recoil option reminds me of the counter strike source beta in 2008-2010 ish, you had a yellow square box around your crosshair that followed the recoil. I really loved it, it's nice to see this again!
If I recall correctly, one of the reasons Alyx can do such good walk animations is because an entire path segment is precalculated, allowing predictive steps to be taken. The system can begin to shift in anticipation of a sharp corner that exists on its path, which is a very convincing and natural behavior. A player doesn't have a preset path they're trying to follow, so the rig is completely reactive. The system doesn't know where I'm headed. Limited predictions can be made but they generally won't look nearly as good as animations that consider an entire precalculated path. The classic example is sprinting in a wide graceful arc, then taking a hard strafe to the side and resuming sprinting in a wide arc. If this path is known in advance, you get what a football player might do - gently turn their weight into the arc, and as they approach the hard strafe start pulling back. But the animation system responding to a player must treat every segment of that wide sprinting arc as a place where a sudden strafe might occur and thus always be somewhat pulled back in case it happens. Great video! You have excellent structure, delivery, and editing.
Kliks, the leg movement system in Alyx was used in CS2 because it relies on the AI already knowing ahead of time where it wants to go. That, and it also does things to add a feeling of momentum to the movement. The same system can't be used in CS2, because the way player movement works would have to be changed to be more realistic, and the game doesn't know where you want to go and how you will go there until you do it
Somewhat repeating what I said already in another comment, but here's a summary: 1) Players in Source games already have momentum based movement with ramp-up and deceleration that would work with (via modifications to) Alyx's system 2) It probably wasn't added as it might be too distracting of a change to long-time existing CS players.
@@Something_Disgusting Distracting _and_ unpredictable. If I get shot in the leg, It's already partially the fault of the game for putting that leg where it did in that particular frame of animation. But players have gotten used to the patterns that exist now and how to account for it. Making it dependent on complex AI algorithms would add so much more complexity that it might as well be random.
Except that a huge part of CSGO's movement is momentum cancellation. As for the requirements for knowing what the character is going to do next still stands. (pun intended) You never know if a player is going to do a 180 while their leg just touched down for a forward stride or something. While the technology made major strides recently, it still has a way to go
@@AmBush2048 bruh the game can convey deadstops through weight adjustment in the body. _The primary reason this was not added is not due to it being impossible._ It is *easily* possible.
Philip is the only person that can keep me genuinely interested and enthralled with the behind-the-scenes mechanics of a game that I absolutely hate playing.
So apparantly the reason the legs vanished is down to the Jocky and how thd players upper and lower halves are independently animated. I suppose something broke animation-wise when the jocky takes control and the easiest fix was a double amputation. Also! Having recoil on the weapon instead of the screen is so much nicer.
I'm also a person who doesn't play normal csgo modes a lot and just experiments within it, and that's why I was looking for a channel that would give me that kind of content (since most of it was competitive videos or open boxes) Until I found this channel by chance, because I don't speak English. And when I saw that their videos are not subtitled with the RUclips system, I started watching most of them. Thank you very much for giving us this content.
7:21 Two very important spots like this are on Overpass that allowed me to get countless kills, the path from water to A because your shadow is cast right into the site before entering and the stairs below CT spawn tell you if theres a CT standing above them at the edge of the spawn on top of them when you're coming out of the tunnel below
I think my favourite part about this new years of Phillip is his cat. I love his cat. Thank you Phillips cat. Keep up the great acting, you'll be a star in no time.
very nice video again as always what i always wanted to do is play an aim map or something while I'm in the lobby searching for a game, not necessarily playing with the lobby but just having something to do while waiting, not having to leave my warmup to join a lobby
I'd like the grenade cam to be a permeant always on thing, like the follow crosshair option is now. They could have the smoke preview window only render the map and not display players so you can't use it to obviously cheat, just strictly perform throws. I think it would greatly encourage everyone to use them better and more often and make it easier to jump into new maps, not having to learn setups to take sites beforehand.
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I think it would make players too lazy. Having it only on practice is great, as it still make you have to memorize the smokes, thus, making the skill cealing higher.
@@AbissoInteriore I wouldn't label grenade throws under "skillful". More like work and tedium, something I think a video game should avoid. I just see it as a time saver and a way to encourage more grenade play at all levels quickly and easily.
@@Xyos212 i see your point, but getting better in this game is tedious itself. Aim routine, dm, kz, bhop, pre fire. Unless you are naturaly gifted, youll have to grind those things. Good util usage makes a big difference in any level, and the player who went on the tediousness to learn them should be rewarded.
@@AbissoInteriore That's fair. Its just my opinion, certainly not objective fact. I just like the idea of removing some of these pain points so more can get into the game and have an easier time playing new maps. I think removing some of that grind in one area allows the player to better focus in others, but I understand where you're coming from.
Hi Phillip! I wanna mention that I used your music kit ever since it was released and I love it. Thanks for venturing into music and giving that to us.
Both Left 4 Dead 1 & 2 have a horde limit of 30 commons. A far more likely alternative suggestion I heard was that the splitting of animation layers between the upper/lower torso in the second game made Valve's previous system break, and they abandoned it.
I can finally bring my entire extended joint double decker family pack v.6.0.12.3 burger buffet family to watch this video together with me. What a joy.
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Unreal tournament was THE FRIKIN BEST, thanks for giving me a nostalgia trip at the end of the video, none of my friends know the game so its nice to see you give it some credit for being such a good game. great video as always Mr. Philip
6:32 that's because the NPCs movement is known upfront, while the player movement is unpredictable. You could add slower deceleration from the players current movement speed and direction but that would make the movement feel more sluggish.
All walking in Source games is momentum-based, with a ramp-up and deceleration time that could allow for this feature to be relatively easily implemented for real-time movement. It probably wasn't added so that CS:GO players wouldn't be so disoriented by as large of a change in playermodel animations from the feature.
6:36 the reason for this "awkward wide legged pose" is because that's how you're supposed to stand when you shoot a gun. if your feet were closer together it would be harder to control recoil. cs is a pretty tactical game so it kind of makes sense that characters are always maintaining good shooting posture when standing still.
I'm very confused why people think this change matters at all. You already knew who threw a smoke because there's an automatic radio chatter line when your team throws one. They likely made this change just for spectator clarity.
@@Banshee523 It's looks cool, It also Let your teammates if you are T or CT and give free smokes to enemy. So don't die dropping smokes in the ground 😂. Now your mates will know
I can't explain to you the nostalgia I got hit with when you opened UT99 in the end. My first fps ever. What was the mutator to get that red shock rifle again? The one that instantly blew up anyone you hit?
The game looks fresh with the brighter global illumination and new vfx, thanks 3kliksphilip! I love your channel and how your winning style (music etc) is still on brand!
The game being brighter must be a gameplay change, not a technical change. They could have made CS2 look a lot prettier by giving environments a larger spectrum of the darkest dark and lightest lights, like a real summer day. A huge difference for me when I tried CS:GO again after playing valorant for some time was the fact that the former does not have player outlines while the latter does. Unless you have an exact picture in your mind of how the sight line should look without any players, it's harder to spot stationary enemies while you peek a corner. This was a problem for me especially on Ancient. I think this is one of the reasons valorant can have the same weapons for both sides while in CS the defenders have to be nerfed. Valve can't add outlines to CS because it would clash with the game's style, and making the map distinctly brighter is a nice workaround. The player models are much darker than any objects inside dust2.
What I just noticed when you talked about the commands and stuff is that I am now really interested if they changed the prev. game records and therefore the player ui. This was a pain in CS:GO as someone who used it just from time to time but could be so easily improved. Awesome video as always mate.
It's only now occurred to me that audio physics had dropped in quality as other aspects increased in quality, and only now am I realizing how much I've needed this.
I'm so happy about the whole sound update. I used to rely mainly on my sense of hearing. Damn! Locating enemies by sound and following them with the crosshair through the walls like there's nothing happening was so easy back then even with the cheap panasonic stereo headphones!
Holy shit, is the moving crosshair just like a regular feature that you can use whenever? That's actually amazing and addresses one of the parts of the game that I disliked the most
I think you might still be able to do multiplayer in UT4, ask in the r/unrealtournament subreddit and they'll hook you up. Just have to change the Master server since Epic killed the official one.
''hl1 was correct'' i wish more devs would admit this. Shame u didnt mention the other source game that had a visible body, dark messiah of might and magic.
It's good to see environmental audio getting a comeback. I think audio took a hit and regressed when Windows dropped support for hardware audio extensions.
Bomb radius and damage calculator reminded me of that tool i made, i wonder how much I'd have to change for it to work with source 2 though, since I have no beta access. And having it in-game would greatly improve usability by not requiring downloads or anything
Footstep radius is nice. Was going into a workshop map with footsteps and trying to hear the max footstep range on max volume was a pain. My testing was aout 25m to 30m is max range. I can only hear about 10-15m unless I 2-3x my volume.
I find the follow recoil option for the crosshair really interesting. I could never get into Counter Strike as the seperation of crosshair and actual aimpoint annoyed me beyond belief.
i consider it bad game design lol, but each people with they own taste, i really hated taht i had to aim to the ground to almost hit a headshoot, i don't care about recoil and sprays but the crosshair should represent the aim.
A lot of games handle gunshots by having the gunshot sounds be isolated (like it's basically a quick "BMPH!"), and then having separate tail audio sounds (like indoor or outdoor) that get played alongside the gunshot. Seems to get the job done pretty well.
I don't think the "bullet holes" through the smokes was intended for the shooter to see through. It was added to COMPLETELY remove any "one way" smoke tactics. Now you can clearly see the enemy shooting at you even if they could only see a pixel of you at first
I remember way back in the CSGO beta, being able to see your own shadow was one of the most common requests. I almost can't believe it took them this long.
Source engine had really good audio.. it just happened to get kind of gutted along with the windows sound core thingy on the switch to Vista and has never really been the same since unfortunately.. they did make some adjustments to the way the sound propagates and whatnot in the more modern source engine and there's still an old or legacy version that can be enabled but I haven't really had any positive results one way or another.. aside from that it just has a generally good system for how it deals with sound, the way it's individually componentized.. Rther than large segments with longer clips as is so common and muddy and hard to actually sync up to animations, something that when you have a proper interpolation system, and for every interaction you have an individual sound piece, as detail will scale to more important or prominent sounds having more pieces just like more important visuals having more triangles and detail.. But what it is best at is being consistent.. sounds of things rattling across the floor or being dragged at a whole level of believability that is kind of almost presented subconsciously or taken for granted the way their system worked.. and Alex is a extension of that system from what Robin said in an interview I guess.. but source 2 of course is designed with the lack of a proper windows sound core so it can function the way OG source used to function. Ironically the sound propagation for the original Half-Life is also hurt by this.. and well sure you have those low sample rate audio sources.. there was I guess there was kind of a feature that people would mess with when it came to environmental sound that was a sound card specific thing.. which usually would just make things really silly but.. on occasion you could.. well I actually don't know how you do it on purpose but I know I broke it in the best way.. and it involve the Nvidia DVD player program that they had for a little while, and it's prologic integration.. which somehow managed to transpose itself upon my computer LOL and for a couple of months I had some of the best sound I've ever had ever for everything... And then when my trial was expired and I accidentally opened the program once again.. it removed those registry keys or whatever it was doing and it went back to sad sound and I couldn't get the program again because they got rid of it.. and I can't remember if something else happened because you think you could just reinstall it but I would have tried I just remember being really sad after that... And I've I've never actually been able to replicate anything quite like it using prologic plugins or through hardware audio.. it seems like nowadays Dolby is just a glorified DRM scheme that requires 10,000 DRM handshakes for you to have surround sound or even be considered it despite having the official decoder Dolby digital super double plus down all levels of the chain eventually you get to a point where Windows just doesn't want to bother with it, and streaming doesn't want to bother with it and you know basically all the things so.. for some reason on my multimedia production computer I I don't get to have surround sound unless I'm using very specific streaming programs through the Windows system which are never really that good, and edge for a little bit did it but then they just kind of undid it.. and most don't even bother offering it unless you're using you know.. dated cell phone technology like in a smart TV through HDMI.. But alas... I do have that sound card underneath my video card.. I think it's actually underneath a multi slot nvme pcie extension.. since that computer is old enough, I have multiple pcie slots with full 16 x fat Lanes, and I can run three of them at 16x at the same time lol even though it's only pcie E3.. and of course bandwidthwise kind of uncomparable to pcie 4.. but I got lanes for days.. I have so many lanes, that it wasn't until I set up my computer like a modern system that I was able to actually utilize them properly.. it's certainly added a bit of a lifetime to a computer I thought I was going to replace years ago.. after having bought the parts and just never finished it cuz I never needed it.. and the soundcloud's going to go in that one too.. sounds good goes with me everywhere cuz it's the last one before creative decided they were going to switch out their own good chips with the saber ESS that meridian ruined and has ruined digital audio for everyone forever it seems because it shows up everywhere.. and Bob can't figure out how to deal with the higher ends.. no matter what he tells you about his origami magic with mqa...
This reminds me of my first time finding out about ambient occulusion and other types of lightning in source games, i didnt see real life the same way for a month.
to note about new vs old audio, developers seem to have gotten a lot more comfortable with using reverb to represent space than delayed echoes. And it sounds much better, imo.
6:10 Here you can see that in L4D they just rotate the lower body to the direction your legs should be facing and in CS2 they have 4 directional movement animations that blend together.
About skyboxes. I think it should be limited so if grenade is flying for too long or too far in units it should just popout because right now you can just smoke all places right from spawn and it’s not fair for CT in d2 because they start on closed spawn.
That new dynamic crosshair should actually fix one of my biggest gripes about Counter-Strike that keeps me from giving it more of a chance. I'm fine with difficult recoil in a shooter, but if you're not giving me an accurate representation of where the bullets are going to go then I'm going to get frustrated and give up.
The reason sound in video games has regressed is because Microsoft noticed a lot of stability issues with Sound Blaster drivers which caused them to stop supporting hardware accelerated audio from Vista and onward if i am not mistaken. It is really strange to look back at all those fancy audio peripherals for PC gaming in the late 90s, early 00s and compare it to today when most gamers are happy with their onboard audio and crappy headphones.
I think the reason why L4D1 was the only Source game where you could see your legs was that the legs could actually get in the way. While most of L4D maps are horizontal combat focused, there are a few spots where verticality can come more into play, and some areas where you needed to defend and look down to shoot zombies is where the legs could get in the way. I think Valve only tried it once, and when they realized they could potentially be a flawed mechanic to the game, they scrapped it for the sequel and never tried it again for another Source game. I think CS2 motivated them to try new things again and make the game more "modern," so they added the legs back in since a lot of AAA games also seem to feature legs. They could still potentially get in the way if looking down, but they also show if your feet are sticking out of a corner, so they do serve a gameplay purpose compared to L4D, where it was mainly comedic.
Very family friendly. Thank you for wholesome content about international murder simulators 🙏
Murder? I thought this was a sleepover simulator? 🤔🤔
Don't know if this comment is a joke or not.
Its not. Its obviouslyba sleepover simulator where you play with nerf guns and the one who gets hit gets to go to sleep
@@flameguy3416 it is a joke
if you think its murder simulator dont look postal 1
I was supposed to go to work in an hour but I thought 5 cool things about counter strike would be nice to learn in the time berfore then. I was immersed in the interesting points and eager to do some more research on them. I was hooked. I had 10 minutes left when I finished messing around with skyboxes but then... oh the horror... 3kliksphilip dropped the mask and unveiled his treacherous face. There were 3 more cool things! I rushed into the game testing out some one way smokes. 4 minutes left. I dug up my dictionary and learened the spelling for incendiary. 2 minutes left. I went back to the game testing out cl_crosshair_recoil 1 in CSGO and jumped into my car. I arrived 3 minutes late at work and I was fired on the spot. Since then my wife has left me, I have been kicked out of my home and my dog has been eaten by a bear. I am typing this comment from the library computer! I damn you 3kliksphilip! My foot would like to visit the shadows of your nether regions! How could you do this to me? Disliked and unsubscribed!!!
Philip once again has ruined another life over his fixation on ambient occlusion, when will his rampage end
This is what RTX addiction does to a men
Small correction:
The bear who eaten your dog has also now eaten your ex-wife.
I may or may not have been involved in this but we don't talk about such unimportant Small details here.
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Why am I reading this in British accent?
The legs in L4D2 were apparently removed because they conflicted with the way the Jockey was implemented, in case anyone is wondering why. The files for it were unfortunately lost, but seem to have been dug up anew or remade for CS2.
Theres a mod that adds the legs back into L4D2, though not as cleanly as the first game or CS2.
I think CS2 uses the same animation technology that Half-Life: Alyx uses for enemies, it looks very similar.
What was conflicting with the jockey?
Lol what, sounds absurd. But Source 1 works in mysterious ways.
@@itdobelikedattho8112 Not entirely sure, I was just told the Jockey is to blame. With how janky Source is, I wouldn't be surprised if the Jockey is to blame for all bugs in the game lol.
The skybox is the most major one I see game changing, anyone can smoke anywhere at any time.
It’s wild.
It used to be like that on Inferno in CSGO. It was reverted to have closed skyboxes again because CTs were able to keep banana smoked for the whole round by smoking it from A site. Also Ts were able to fake a ct smoke from mid. It was pretty bad.
@@vitasartemievwell now you can „disable” a smoke for sometime so it’s no longer that big of an issue.
@@vitasartemiev Inferno Rework incoming so lets see how it plays.
Except in no smoking area
I got fooled by a guy throwing a decoy from A long all the way to B 😂
grenades ignoring skyboxes is going to be really interesting moving forwards, especially for maps like inferno. i wonder if they will have to alter the maps in the future to account for it.
Maybe we will see more indoor maps or at least bomb sites that are inside.
Many possibilities
@@_modnar_ b site roof on inferno 🧐
@@KnishG like old A site on Inferno
I think it should be limited so if grenade is flying for too long or too far in units it should just popout because right now you can just smoke all places right from spawn and it’s not fair for CT in d2 because they start on closed spawn.
Maybe they'll make incendiaries fly for longer before exploding to compensate
Looking down and seeing legs is such an underrated visual feature in fps games and it is pretty disappointing how many modern games don't do it. It grounds you to the environment and increases the immersion substantially imo.
It surprised me when CoD titles even began doing it.
@@Something_Disgusting And it took me 420 ish hours (noice) to see it lmao
I honestly don't like it cause all it does is block my view when looking down, especially in games where you do a lot of movement and they just end up in your face when sliding or jumping. I much prefer being a floating gun with arms.
@@JAiZRUclips Is the helicopter made of Chocolate tho?
It’s one of those things that make the game feel better even if you don’t notice it. Some people don’t like how it obstructs the view but IMO I think that complaint misses the point of the first person perspective entirely.
I think you'll appreaciate insurgency sandstorm's audio. It changes based on the surrounding and material as well as the size of the room.
after 550 hours lvl 400 i had to delete my favorite game insurgency: sandstorm because the playerbase died
Squad also does this pretty well, and it even applies to the proximity voice chat. I remember defending some small layered structure with a machine gun in one match and the way the shouts of my mates from the lower floor echoed up the staircase was awesome.
Bullets hitting walls is really impactful, too. Like Insurgency, PUBG and Cod MW
Hi hi hi bunch b uhh bhu
Hbbb😅 hhbbbbb
I remember my Gravis Ultrasound. Loved it. Was a great alternative to the mainstream SoundBlaster cards.
I loved the reverb effects in HL1 based games. Nowadays, there is so much tech like impulse responses and dynamic sound occlusion that can make sound design in games stand out. Glad they added a better system to CS2, even if it's not as lovely over the top as it used to be.
Modding is one of the things I miss from Counter-Strike, I know custom servers are still around, but it's just not the same anymore. The only reason I stopped playing Counter-Strike is because of how it veered into being predominantly esports focused and putting less emphasis on community servers. Valve pls fix
tf2 got u there
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@@gamezuree that's the realest shit ive read in this comments section
Now let us wait for the family friendly version of this video.
That grenade practice feature is incredible. Practicing nades was one of the most frustrating and weirdly difficult things about CSGO for me, that'll be a huge help.
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0:24 The footage you are using is NOT Aureal A3D's sound in action. It is the Aureal A3D Rooms demo on Windows 7 being emulated with OpenAL Soft's HRTF through the DSOAL wrapper. There aren't even any echoes in the footage, as A3D's advanced "wavetraced" reverb cannot be emulated. You should have used PhilsComputerLab's recording instead, or Hiradur's recording from the Internet Archive.
This deserves to be higher up.
I'm really liking the return of some the old music tracks in your videos. It evokes a nostalgia and creates an energy that keeps me interested. Fantastic vid, Phil
why'd you write it so gay lol
@@badgoy8439 what, cuzza the heart at the end?
@@quadrifern nah, he is just acting as an unloved basement goblin.
Ignore him, your comment it's fine.
@@badgoy8439 Fellas, is it gay to like music?
@@quadrifern yeah and using his first name on the internet, it's just a little zesty, a bit fruity, know what I mean?
I did not expect the UT99 throwback and it instantly brought back countless memories...
you are a legend!!! lets play some sea of thieves
Adding hl alyx leg movement would be awesome but it might be awkward when one of your legs are not on solid ground
Procedural animation and competitive shooter kinda don't go together super well. I prefer keeping things clean and consistent, even if it doesn't look quite as good (and to be frank, the alyx animations look really incredible)
the way counter strike 2 does AO is like nothing ive ever seen before. im personally very enthusiastic about this effect
what do you mean by this? dont get me wrong, I think AO in Source 2 is just perfect but still, enlighten me.
@@masononemine1702I would like to know too
@@masononemine1702 It doesn't look like it's done in screen space, which means it must be raytraced to give this quality. It looks very close to "ground truth", or how AO looks in raytraced animation and film CG renders.
@@unfa00 it's probably utilizing an effect I've imagined for engines like Source for a long time, but never had any knowhow to produce.
90% of the lighting in Source maps is baked, generated from path-traced lighting. What if the baked lighting _also stored the angle_ of its illumination so that models blocking that angle would cast a shadow?
Seems that's exactly what Valve has done with Source 2, and it produces a far more temporally coherent shadow that doesn't change as much from shifting your viewing angle.
@@Something_Disgusting Valve has come up with ways of handling lighting direction without storing a lighting normal in the normal mapping shader I forget the name of. Basically lets you have shadows in the normal map instead of just lighting angles. I don't play CSGO so I dunno where it's used there, but those very nice looking large rock/gravel textures from TF2 use that shader, there's a whole paper Valve made on it that's cool. So it's possible this is done without storing everything but instead calculating it from other stored info for the lightmap bake
Your synth music never gets old I love it :)
I teared up a little at the final bit of ut99, it was really amazing booting up a practice match with bots and doing all kind crazy stuff with modifiers, very nostalgic
I KNOW!
Ugh... I love that game so much it hurts
When you were talking about Valve asking artists not to bake AO or other lighting information in their textures, that's basically the case with all proper PBR texture implementations. In a game with Spec Gloss PBR for example, black sections in the diffuse map indicate completely metal surfaces. You can see why you wouldn't bake AO into the diffuse map in that case.
The wide-legged pose is actually the standard taught in most militaries for how to stand when shooting, it gives you a large upper body range left to right while giving you a much more stable footing while also being easy to break into sprint from.
It looks goofy in CS, but yeah, it is realistic.
In the 90s, the best audio to be had was A3D which crapped all over Creative's janky EAX. The only thing EAX does is add different reverb. A3D on the other hand did audio wavefront simulation that made sound actually adapt to the shape of the environment, and it was leagues better. Then Creative bought out Aureal and killed off A3D instead of continuing to bring it to market due to its superiority. It sounds like game audio is finally coming back around on its own and adding its own awesome post processing to bring us the sort of aural experience that we already had 25 years ago.
Using Half-Life w/ ray trace mod was a great choice of GoldSrc footage to use, and yes I'm enjoying the heck out of it. Also thanks for showing us you can't actually shoot yourself in the foot in CS2.
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A good example of ambient occlusion (in a real sense) is how you don’t exactly have shadows when it’s cloudy, but underneath your feet it is still dark. Same goes for cars.
The new smokes use volumetric particles, I believe. I don't remember if that's the name, but it was first created for Alyx because traditional particle effects are only rendered in 2D and just face the player and it looks weird with the binocular vision in VR, so they created the new particle effect system that's rendered in 3d and changes based on viewing angle because it's an actual 3d object.
They are called voxels.
Oh my GOD I've been looking for 'Aureal 3D' for years, I 'played' it as a kid but had no idea what it was. Cheers m8!
a weight has been lifted off your shoulders
the follow recoil option reminds me of the counter strike source beta in 2008-2010 ish, you had a yellow square box around your crosshair that followed the recoil. I really loved it, it's nice to see this again!
6:24 Thanks for mentioning this, I never had any idea that this is why hla looked like that
Loved watching this video with my whole family. Please keep uploading such WHOLESOME videos philip
If I recall correctly, one of the reasons Alyx can do such good walk animations is because an entire path segment is precalculated, allowing predictive steps to be taken. The system can begin to shift in anticipation of a sharp corner that exists on its path, which is a very convincing and natural behavior. A player doesn't have a preset path they're trying to follow, so the rig is completely reactive. The system doesn't know where I'm headed. Limited predictions can be made but they generally won't look nearly as good as animations that consider an entire precalculated path.
The classic example is sprinting in a wide graceful arc, then taking a hard strafe to the side and resuming sprinting in a wide arc. If this path is known in advance, you get what a football player might do - gently turn their weight into the arc, and as they approach the hard strafe start pulling back. But the animation system responding to a player must treat every segment of that wide sprinting arc as a place where a sudden strafe might occur and thus always be somewhat pulled back in case it happens.
Great video! You have excellent structure, delivery, and editing.
Kliks, the leg movement system in Alyx was used in CS2 because it relies on the AI already knowing ahead of time where it wants to go. That, and it also does things to add a feeling of momentum to the movement.
The same system can't be used in CS2, because the way player movement works would have to be changed to be more realistic, and the game doesn't know where you want to go and how you will go there until you do it
Somewhat repeating what I said already in another comment, but here's a summary:
1) Players in Source games already have momentum based movement with ramp-up and deceleration that would work with (via modifications to) Alyx's system
2) It probably wasn't added as it might be too distracting of a change to long-time existing CS players.
@@Something_Disgusting Distracting _and_ unpredictable. If I get shot in the leg, It's already partially the fault of the game for putting that leg where it did in that particular frame of animation. But players have gotten used to the patterns that exist now and how to account for it. Making it dependent on complex AI algorithms would add so much more complexity that it might as well be random.
Except that a huge part of CSGO's movement is momentum cancellation. As for the requirements for knowing what the character is going to do next still stands. (pun intended) You never know if a player is going to do a 180 while their leg just touched down for a forward stride or something.
While the technology made major strides recently, it still has a way to go
@@AmBush2048 bruh the game can convey deadstops through weight adjustment in the body.
_The primary reason this was not added is not due to it being impossible._ It is *easily* possible.
@@Something_Disgusting the primary reason it wasnt added is because it's really not a good idea for a competitive videogame
Philip is the only person that can keep me genuinely interested and enthralled with the behind-the-scenes mechanics of a game that I absolutely hate playing.
So apparantly the reason the legs vanished is down to the Jocky and how thd players upper and lower halves are independently animated. I suppose something broke animation-wise when the jocky takes control and the easiest fix was a double amputation.
Also! Having recoil on the weapon instead of the screen is so much nicer.
It's a shame too, as Source-mods show that the feature could have still been implemented.
I'm also a person who doesn't play normal csgo modes a lot and just experiments within it, and that's why I was looking for a channel that would give me that kind of content (since most of it was competitive videos or open boxes) Until I found this channel by chance, because I don't speak English. And when I saw that their videos are not subtitled with the RUclips system, I started watching most of them. Thank you very much for giving us this content.
7:21
Two very important spots like this are on Overpass that allowed me to get countless kills, the path from water to A because your shadow is cast right into the site before entering and the stairs below CT spawn tell you if theres a CT standing above them at the edge of the spawn on top of them when you're coming out of the tunnel below
I think my favourite part about this new years of Phillip is his cat. I love his cat. Thank you Phillips cat. Keep up the great acting, you'll be a star in no time.
very nice video again as always
what i always wanted to do is play an aim map or something while I'm in the lobby searching for a game, not necessarily playing with the lobby but just having something to do while waiting, not having to leave my warmup to join a lobby
3kliksphillip : Guess why?
Me : Atomic Amnesia
3kliksphillip : Ambient Occlusion
Me : That's what i've just said.
3:18 Philip really leaned in close when he said NETHER REGIONS
I’m glad the quirky 90 sound is coming back it’s one of those things I liked in the older games I’ve played
I'd like the grenade cam to be a permeant always on thing, like the follow crosshair option is now. They could have the smoke preview window only render the map and not display players so you can't use it to obviously cheat, just strictly perform throws. I think it would greatly encourage everyone to use them better and more often and make it easier to jump into new maps, not having to learn setups to take sites beforehand.
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I think it would make players too lazy. Having it only on practice is great, as it still make you have to memorize the smokes, thus, making the skill cealing higher.
@@AbissoInteriore I wouldn't label grenade throws under "skillful". More like work and tedium, something I think a video game should avoid. I just see it as a time saver and a way to encourage more grenade play at all levels quickly and easily.
@@Xyos212 i see your point, but getting better in this game is tedious itself.
Aim routine, dm, kz, bhop, pre fire. Unless you are naturaly gifted, youll have to grind those things.
Good util usage makes a big difference in any level, and the player who went on the tediousness to learn them should be rewarded.
@@AbissoInteriore That's fair. Its just my opinion, certainly not objective fact. I just like the idea of removing some of these pain points so more can get into the game and have an easier time playing new maps. I think removing some of that grind in one area allows the player to better focus in others, but I understand where you're coming from.
Hi Phillip! I wanna mention that I used your music kit ever since it was released and I love it. Thanks for venturing into music and giving that to us.
allegedly left 4 dead 2 removed the legs so they could get like 4 or 5 more zombies spawned in at once
Both Left 4 Dead 1 & 2 have a horde limit of 30 commons.
A far more likely alternative suggestion I heard was that the splitting of animation layers between the upper/lower torso in the second game made Valve's previous system break, and they abandoned it.
@@Something_Disgusting left 4 dead 1 has a cap of 20, 2 has a cap of 25 or so i heard
I can finally bring my entire extended joint double decker family pack v.6.0.12.3 burger buffet family to watch this video together with me. What a joy.
Ambient occlusion is amazing. It makes the contrast of games so much better and so much more indepth.
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Unreal tournament was THE FRIKIN BEST, thanks for giving me a nostalgia trip at the end of the video, none of my friends know the game so its nice to see you give it some credit for being such a good game. great video as always Mr. Philip
Was just watching old 3kliks vids, thank you Phillip!
So glad Philip made graphics comparisons not only to other versions of cs, but to real life as well.
1999: EAX releases, bringing all sorts of cool audio effects and positional audio
2023: oh wow, gunshots are different inside
I really liked the part with the little bunnies, thank you for producing so much family and advertiser friendly content
6:32 that's because the NPCs movement is known upfront, while the player movement is unpredictable.
You could add slower deceleration from the players current movement speed and direction but that would make the movement feel more sluggish.
All walking in Source games is momentum-based, with a ramp-up and deceleration time that could allow for this feature to be relatively easily implemented for real-time movement.
It probably wasn't added so that CS:GO players wouldn't be so disoriented by as large of a change in playermodel animations from the feature.
Wrong. It is in csgo, just that acceleration is so great you don't even notice it most of the time
6:36 the reason for this "awkward wide legged pose" is because that's how you're supposed to stand when you shoot a gun. if your feet were closer together it would be harder to control recoil. cs is a pretty tactical game so it kind of makes sense that characters are always maintaining good shooting posture when standing still.
I like how everyone was like : "uhh this sounds are so wierd i dont like it " but Philip is realy enjoying them
0:12 It is my favorite Pink Floyd song.
Understandable
Thank you Philip
Oh dude... I LOVE the Unreal Tournament OST, that menu song is really good. That's a badass game.
*Why is nobody mentioning that CT and T have different color smokes??????* huge detail, huge tactical change...
because it sucks and will hopefully be reverted
I'm very confused why people think this change matters at all. You already knew who threw a smoke because there's an automatic radio chatter line when your team throws one. They likely made this change just for spectator clarity.
@@Kaiess01
Try to make sense ? Ranting for no reason huh 😂
@@Banshee523
It's looks cool, It also Let your teammates if you are T or CT and give free smokes to enemy. So don't die dropping smokes in the ground 😂. Now your mates will know
@@44r0n-9 sucks why? its better and makes sense that police would have a different smoke than the terrorist, it just made the game better.
6:20 "It's an improvement over the system in L4D2"
You did a goof
I can't explain to you the nostalgia I got hit with when you opened UT99 in the end. My first fps ever. What was the mutator to get that red shock rifle again? The one that instantly blew up anyone you hit?
Instagib 😎
@@Satchel_Charge__ yes! Thanks
The game looks fresh with the brighter global illumination and new vfx, thanks 3kliksphilip! I love your channel and how your winning style (music etc) is still on brand!
The game being brighter must be a gameplay change, not a technical change. They could have made CS2 look a lot prettier by giving environments a larger spectrum of the darkest dark and lightest lights, like a real summer day. A huge difference for me when I tried CS:GO again after playing valorant for some time was the fact that the former does not have player outlines while the latter does. Unless you have an exact picture in your mind of how the sight line should look without any players, it's harder to spot stationary enemies while you peek a corner. This was a problem for me especially on Ancient. I think this is one of the reasons valorant can have the same weapons for both sides while in CS the defenders have to be nerfed. Valve can't add outlines to CS because it would clash with the game's style, and making the map distinctly brighter is a nice workaround. The player models are much darker than any objects inside dust2.
Is ancient hard to see due to it being green and ct are dark blur if i remember correctly?
@@ACE112ACE112 yeah, and also some corners have shadows as dark as the ct's
What I just noticed when you talked about the commands and stuff is that I am now really interested if they changed the prev. game records and therefore the player ui. This was a pain in CS:GO as someone who used it just from time to time but could be so easily improved. Awesome video as always mate.
Would be cool if they added night maps in cs2 and night vision devices, sure not competitive, but cool.
It's only now occurred to me that audio physics had dropped in quality as other aspects increased in quality, and only now am I realizing how much I've needed this.
Teardown also has amazing environment-tailored reverb sound!
I'm so happy about the whole sound update. I used to rely mainly on my sense of hearing. Damn! Locating enemies by sound and following them with the crosshair through the walls like there's nothing happening was so easy back then even with the cheap panasonic stereo headphones!
Holy shit, is the moving crosshair just like a regular feature that you can use whenever? That's actually amazing and addresses one of the parts of the game that I disliked the most
God I miss UT. I still boot up UT 04 and play against bots. What an era
I think you might still be able to do multiplayer in UT4, ask in the r/unrealtournament subreddit and they'll hook you up. Just have to change the Master server since Epic killed the official one.
''hl1 was correct'' i wish more devs would admit this. Shame u didnt mention the other source game that had a visible body, dark messiah of might and magic.
Hl1’s echo sounds are actually fabricated. The map makers need to specify which effect to use in the radius. Cso2 in the other hand is automated
It's good to see environmental audio getting a comeback. I think audio took a hit and regressed when Windows dropped support for hardware audio extensions.
Bomb radius and damage calculator reminded me of that tool i made, i wonder how much I'd have to change for it to work with source 2 though, since I have no beta access. And having it in-game would greatly improve usability by not requiring downloads or anything
Footstep radius is nice. Was going into a workshop map with footsteps and trying to hear the max footstep range on max volume was a pain. My testing was aout 25m to 30m is max range. I can only hear about 10-15m unless I 2-3x my volume.
The wall directly on my left is of almost the same colour as Philip's. How thoughtful, Mr. Dyer.
I find the follow recoil option for the crosshair really interesting. I could never get into Counter Strike as the seperation of crosshair and actual aimpoint annoyed me beyond belief.
i consider it bad game design lol, but each people with they own taste, i really hated taht i had to aim to the ground to almost hit a headshoot, i don't care about recoil and sprays but the crosshair should represent the aim.
Really excited to dive into more of Source 2's functionality as a Source engine modder
_ambient occlusion_
Best Part of the Video: 5:12
A lot of games handle gunshots by having the gunshot sounds be isolated (like it's basically a quick "BMPH!"), and then having separate tail audio sounds (like indoor or outdoor) that get played alongside the gunshot. Seems to get the job done pretty well.
Now I have to reinstall Unreal Tournament. Thanks Philip! 😬
unreal tournament was the shit! awesome video as always, but that brought back some memories with the unreal tournament at the end! haha x
Thanks for the family friendly version, my 2 yo sister can finaly watch cs go safely
I don't think the "bullet holes" through the smokes was intended for the shooter to see through. It was added to COMPLETELY remove any "one way" smoke tactics. Now you can clearly see the enemy shooting at you even if they could only see a pixel of you at first
L4D came right to my mind when you said about the visible legs
I remember way back in the CSGO beta, being able to see your own shadow was one of the most common requests. I almost can't believe it took them this long.
Source engine had really good audio.. it just happened to get kind of gutted along with the windows sound core thingy on the switch to Vista and has never really been the same since unfortunately.. they did make some adjustments to the way the sound propagates and whatnot in the more modern source engine and there's still an old or legacy version that can be enabled but I haven't really had any positive results one way or another.. aside from that it just has a generally good system for how it deals with sound, the way it's individually componentized.. Rther than large segments with longer clips as is so common and muddy and hard to actually sync up to animations, something that when you have a proper interpolation system, and for every interaction you have an individual sound piece, as detail will scale to more important or prominent sounds having more pieces just like more important visuals having more triangles and detail..
But what it is best at is being consistent.. sounds of things rattling across the floor or being dragged at a whole level of believability that is kind of almost presented subconsciously or taken for granted the way their system worked.. and Alex is a extension of that system from what Robin said in an interview I guess.. but source 2 of course is designed with the lack of a proper windows sound core so it can function the way OG source used to function.
Ironically the sound propagation for the original Half-Life is also hurt by this.. and well sure you have those low sample rate audio sources.. there was I guess there was kind of a feature that people would mess with when it came to environmental sound that was a sound card specific thing.. which usually would just make things really silly but.. on occasion you could..
well I actually don't know how you do it on purpose but I know I broke it in the best way.. and it involve the Nvidia DVD player program that they had for a little while, and it's prologic integration.. which somehow managed to transpose itself upon my computer LOL and for a couple of months I had some of the best sound I've ever had ever for everything... And then when my trial was expired and I accidentally opened the program once again.. it removed those registry keys or whatever it was doing and it went back to sad sound and I couldn't get the program again because they got rid of it.. and I can't remember if something else happened because you think you could just reinstall it but I would have tried I just remember being really sad after that...
And I've I've never actually been able to replicate anything quite like it using prologic plugins or through hardware audio.. it seems like nowadays Dolby is just a glorified DRM scheme that requires 10,000 DRM handshakes for you to have surround sound or even be considered it despite having the official decoder Dolby digital super double plus down all levels of the chain eventually you get to a point where Windows just doesn't want to bother with it, and streaming doesn't want to bother with it and you know basically all the things so.. for some reason on my multimedia production computer I I don't get to have surround sound unless I'm using very specific streaming programs through the Windows system which are never really that good, and edge for a little bit did it but then they just kind of undid it.. and most don't even bother offering it unless you're using you know.. dated cell phone technology like in a smart TV through HDMI..
But alas... I do have that sound card underneath my video card.. I think it's actually underneath a multi slot nvme pcie extension.. since that computer is old enough, I have multiple pcie slots with full 16 x fat Lanes, and I can run three of them at 16x at the same time lol even though it's only pcie E3.. and of course bandwidthwise kind of uncomparable to pcie 4.. but I got lanes for days.. I have so many lanes, that it wasn't until I set up my computer like a modern system that I was able to actually utilize them properly.. it's certainly added a bit of a lifetime to a computer I thought I was going to replace years ago.. after having bought the parts and just never finished it cuz I never needed it.. and the soundcloud's going to go in that one too.. sounds good goes with me everywhere cuz it's the last one before creative decided they were going to switch out their own good chips with the saber ESS that meridian ruined and has ruined digital audio for everyone forever it seems because it shows up everywhere.. and Bob can't figure out how to deal with the higher ends.. no matter what he tells you about his origami magic with mqa...
Nice to see Valve finally catching up to early 2000s tech.
6:27 holy crap that leg movement makes such a difference to realistic animation didnt realise up until now
Philip: "This video is for all ages"
Also Philip: seductively says "nether regions"
Very intuitive video with great explanation! Well done.
This reminds me of my first time finding out about ambient occulusion and other types of lightning in source games, i didnt see real life the same way for a month.
Unreal tournament was legit so fun, those capture the flag maps where you could get the guided rpg? So much fun.
to note about new vs old audio, developers seem to have gotten a lot more comfortable with using reverb to represent space than delayed echoes. And it sounds much better, imo.
6:10 Here you can see that in L4D they just rotate the lower body to the direction your legs should be facing and in CS2 they have 4 directional movement animations that blend together.
Wow, it will be so exciting to see competitive CS2, especially with all the new ways to throw nades
About skyboxes. I think it should be limited so if grenade is flying for too long or too far in units it should just popout because right now you can just smoke all places right from spawn and it’s not fair for CT in d2 because they start on closed spawn.
As a 3d artist, you explained everything on point. Thanks Philip! that's one of the main differences of val graphics. everything is baked there.
Man, that unrel tournament bit... That takes me back. So sad Epic erase it from their history :
Trespasser had bodies looking down back then already! ❤🎉 Love your content! Thank you!
That new dynamic crosshair should actually fix one of my biggest gripes about Counter-Strike that keeps me from giving it more of a chance. I'm fine with difficult recoil in a shooter, but if you're not giving me an accurate representation of where the bullets are going to go then I'm going to get frustrated and give up.
Yeah, I've always said crosshairs in CS are useless. Might as well have it turned off, doesn't make a difference to me.
The reason sound in video games has regressed is because Microsoft noticed a lot of stability issues with Sound Blaster drivers which caused them to stop supporting hardware accelerated audio from Vista and onward if i am not mistaken. It is really strange to look back at all those fancy audio peripherals for PC gaming in the late 90s, early 00s and compare it to today when most gamers are happy with their onboard audio and crappy headphones.
I think the reason why L4D1 was the only Source game where you could see your legs was that the legs could actually get in the way. While most of L4D maps are horizontal combat focused, there are a few spots where verticality can come more into play, and some areas where you needed to defend and look down to shoot zombies is where the legs could get in the way. I think Valve only tried it once, and when they realized they could potentially be a flawed mechanic to the game, they scrapped it for the sequel and never tried it again for another Source game. I think CS2 motivated them to try new things again and make the game more "modern," so they added the legs back in since a lot of AAA games also seem to feature legs. They could still potentially get in the way if looking down, but they also show if your feet are sticking out of a corner, so they do serve a gameplay purpose compared to L4D, where it was mainly comedic.
huge fan of philip taking nearly 2 minutes to explain how shadows work