CS: source pics

CS: source pics

Re: CS: source pics Posted by half-dude on Sun Aug 15th 2004 at 3:22am
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Hey all, its me :leper: Half-dude, Now Im not a big CS fan but I know that alot of people are o here are some pics from an artical from PHL.

here's a pic showing the new amazing architecture and the pyhsics engine (you can see it still has some bugs)

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And here's a picture showing the rag-doll physics

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Here is the new flash bang effect where you keep the last image you saw transparent infront of the real time picture, COOL.

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And heres a picture just showing what you'll see when you first join the game.

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so I hope you like them, and thinks to PHL for the pics. :smile:
Re: CS: source pics Posted by Gorbachev on Sun Aug 15th 2004 at 3:56am
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I downloaded the video of aztec...while I'm no longer a CS player (if a month or so really even counts.) But the possibilities for source make me very happy indeed.
Re: CS: source pics Posted by G.Ballblue on Sun Aug 15th 2004 at 4:07am
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THANK GOD. This better be good. And no more freakin 1024 - 768 crosshair. Gimme my 1600 one damnit!
Re: CS: source pics Posted by Gorbachev on Sun Aug 15th 2004 at 6:19am
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I'll stick with my 1024x768 anyday. Even when I have increased hardware. Unless I was playing on a projector or something, but even then, they're only capable of 1024 so that's fine by me.
Re: CS: source pics Posted by SumhObo on Sun Aug 15th 2004 at 6:25am
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<DIV>Gah, they haven't fixed the grenade messages! Instead of just "Fire in the Hole!", which may be appropriate for HE nades, it'd be helpful to have more informative messages for your team - such as "Flash up!" or something. You should also have the ability to listen to your enemies talk over their radios if you're close enough to them. Brings a whole new meaning to hold your breath...</DIV>
<DIV> </DIV>
Re: CS: source pics Posted by Forceflow on Sun Aug 15th 2004 at 9:45am
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Looks very good, but I'm afraid my good 'ol GF4 MX will have some problems displaying all that graphical madness :smile:
Re: CS: source pics Posted by $loth on Sun Aug 15th 2004 at 10:07am
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Forceflow said:
Looks very good, but I'm afraid my good 'ol GF4 MX will have some problems displaying all that graphical madness :smile:
Ditto, but ill probably be getting a new graphics card in september / early oct
Re: CS: source pics Posted by Nugg3t on Sun Aug 15th 2004 at 2:16pm
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It's quite unfortunate that the Beta will most likely end by then.
Re: CS: source pics Posted by $loth on Sun Aug 15th 2004 at 2:19pm
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I don't have cs:cz :razz:

And HL2 will be out by then anywayz.
Re: CS: source pics Posted by G.Ballblue on Sun Aug 15th 2004 at 3:59pm
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Gorbachev said:
I'll stick with my 1024x768 anyday. Even when I have increased hardware. Unless I was playing on a projector or something, but even then, they're only capable of 1024 so that's fine by me.
No. Hang on. Have you played cs 1.5? There was a glitch in that game that the size of your cross hair changed with your resolution. Since I playedo 1600 all the time, I had a tiny tiny crosshair. You could still get the 1024 one, but you'd have to be on that res.
Re: CS: source pics Posted by Spartan on Sun Aug 15th 2004 at 4:01pm
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Looks great. I can't wait to start mapping for this. Larger maps = more fun.
Re: CS: source pics Posted by Kage_Prototype on Sun Aug 15th 2004 at 4:20pm
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Meh. I find the new HL2 screens to be more interesting.

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http://www.planethalflife.com/features/articles/sigg04/
Re: CS: source pics Posted by G.Ballblue on Sun Aug 15th 2004 at 5:01pm
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O I wanna wreck that train....

Re: CS: source pics Posted by ReNo on Sun Aug 15th 2004 at 6:10pm
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Wow, those look really awesome, quite a bit more impressive than most of the earlier screenshots!
Re: CS: source pics Posted by $loth on Sun Aug 15th 2004 at 6:18pm
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Woa, HL2 can have that much in a map?! [ ponders on thought of proper full hogwarts map].

:biggrin:
Re: CS: source pics Posted by Crackerjack on Sun Aug 15th 2004 at 6:58pm
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The Hl2 screens are quite stunning :biggrin: !! but as for the CS:S it looks like HL to me.. to be honest. The architecture is very poor in CS:S. I hope we can expect more in the near future
Re: CS: source pics Posted by G.Ballblue on Sun Aug 15th 2004 at 7:06pm
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$loth said:
Woa, HL2 can have that much in a map?! [ ponders on thought of proper full hogwarts map].

:biggrin:
You betcha. I'm not 100% sure on numbers, but an HL2 map is twice the size of a HL map.

Think of it like this in WC 3.3 terms:

In the top veiw, zoom 100% out. Notice how your "world" takes up 1/4 of that black box? Hl2 should take up then entire black space...

Maybe if CS: S has such giant mapping engine as well, I can actually build cs_forever... (thats the map that got delted via cordon bounds. :sad: )
Re: CS: source pics Posted by omegaslayer on Sun Aug 15th 2004 at 7:14pm
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Back to the ragdoll physics, I must say that after playing D<sup>3</sup> and UT2004 I enjoyed UT's pysics more, no offence to D<sup>3</sup>'s, but ragdoll is the way to go..... hopefully HL2 will utilize that engine and put out a great game....
Re: CS: source pics Posted by Yak_Fighter on Sun Aug 15th 2004 at 7:26pm
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HL2 is looking sharp. I'm more pumped about it now that I've played D3...

G.Ballblue: A HL2 map is not twice the size of an HL map, it's sixteen times the size. Well, it could be. I doubt any map in HL2 is going to actually use all that space.

omegaslayer: D3 has ragdoll physics I believe. I guess it's not as obvious since most of the enemies dissolve mid-death.
Re: CS: source pics Posted by G.Ballblue on Sun Aug 15th 2004 at 7:43pm
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Yak_Fighter said:
G.Ballblue: A HL2 map is not twice the size of an HL map, it's sixteen times the size. Well, it could be. I doubt any map in HL2 is going to actually use all that space.
If they did, then HL2 would probably consist of about 6 maps... :biggrin:
Re: CS: source pics Posted by omegaslayer on Sun Aug 15th 2004 at 8:18pm
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Yak_Fighter said:
omegaslayer: D3 has ragdoll physics I believe. I guess it's not as obvious since most of the enemies dissolve mid-death.
I thought id made their physics engine (here we go again...)?
Re: CS: source pics Posted by Yak_Fighter on Sun Aug 15th 2004 at 8:26pm
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they did. 'ragdoll' physics isn't a copyrighted name of a type of physics, it's just a description of how the physics is applied to things. anyone can make a game with ragdoll physics.
Re: CS: source pics Posted by $loth on Sun Aug 15th 2004 at 8:34pm
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Ragdoll, just think of a doll being dropped, it flops, just like someone dying in a game with rag doll physics.
Re: CS: source pics Posted by Kage_Prototype on Sun Aug 15th 2004 at 9:04pm
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You betcha. I'm not 100% sure on numbers, but an HL2 map is twice the size of a HL map.
Boing

Doesn't mean it's a practicle or realistic size however.
Re: CS: source pics Posted by Myrk- on Sun Aug 15th 2004 at 10:00pm
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Is that meant to be a light house? Sorry but the mapper should be shot for that poor recreation lol.
Re: CS: source pics Posted by Biological Component on Sun Aug 15th 2004 at 10:07pm
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64x overall volume of mapping possibility

HL1
HL<sup>2</sup>
Re: CS: source pics Posted by KungFuSquirrel on Sun Aug 15th 2004 at 10:42pm
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? posted by Yak_Fighter

G.Ballblue: A HL2 map is not twice the size of an HL map, it's sixteen times the size. Well, it could be. I doubt any map in HL2 is going to actually use all that space.
If they did, then HL2 would probably consist of about 6 maps... :biggrin:
...but filling that space is stupid. You still have to keep reasonable load times in the game, you know, and with the massive texture resolution, model detail, and other support files needed it'd take 6 hours to load a map. :wink:
Re: CS: source pics Posted by ReNo on Sun Aug 15th 2004 at 11:15pm
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Myrk- said:
User posted image

Is that meant to be a light house? Sorry but the mapper should be shot for that poor recreation lol.
LOL, I was thinking the exact same thing :biggrin: The "roof" seems to just be hovering and everything! Not that my flatshaded lighthouses are hugely realistic or anything, but given the setting I think I get away with it better than that mapper can :razz:
Re: CS: source pics Posted by Juim on Mon Aug 16th 2004 at 12:45am
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To be quite honest I am impressed with the lighthouse pic. It's perhaps the most realistic environment rendering I have ever seen. I imagine you simply can't see the glass wall holding up the roof from this size picture, but also imagine wandering around this virtual world with wind, swaying powerlines and foliage, ambient sound, and oh yah striders, and collective troopers!. Killer.

D3 is good but this had better be great!?!
Re: CS: source pics Posted by Biological Component on Mon Aug 16th 2004 at 1:38am
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half-life<sup>2</sup> takes place in the future. That is a levitating roof, common on most lighthouses of the period.

:crate: <--the smiley that no one dares use
Re: CS: source pics Posted by G.Ballblue on Mon Aug 16th 2004 at 2:19am
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Biological Component said:
:crate: <--the smiley that no one dares use
Heh. HL had crates. So what is HL2 gonna have...
Re: CS: source pics Posted by fizscy46 on Mon Aug 16th 2004 at 2:40am
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Spherical crates that float, common of most crates in the future.
Re: CS: source pics Posted by KingNic on Mon Aug 16th 2004 at 2:45am
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Nah, HL2 has barrels.
Re: CS: source pics Posted by Nugg3t on Mon Aug 16th 2004 at 3:39am
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I wonder where he got that floating lighthouse thing... unless it's sarcasm, which I'm no good at picking up anyway =P
Re: CS: source pics Posted by G.Ballblue on Mon Aug 16th 2004 at 3:41am
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Hmm... It's probably not DONE. :biggrin:
Re: CS: source pics Posted by Yak_Fighter on Mon Aug 16th 2004 at 3:51am
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Well, if you look close enough there is some glass supporting the roof. I must admit that the lighthouse does look odd now that I've looked at it, but then again I've never been to Eastern Europe or the fictional metropolis of City17, so I don't know how they build their lighthouses there. :razz:
Re: CS: source pics Posted by Gorbachev on Mon Aug 16th 2004 at 5:08am
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Looks fine as a lighthouse in comparison with the West coast ones we see around here...(Valve is west-coast US so that's to be expected.) The glass is just far away and there's no glare to really show that it's there...but just look closely, and I'm sure it looks fine while you're playing and moving.
Re: CS: source pics Posted by Crono on Mon Aug 16th 2004 at 5:23am
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Side note:
CS Source looks pretty and all.
I want to see/play DOD Source!
Re: CS: source pics Posted by KingNic on Mon Aug 16th 2004 at 5:39am
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Damn right, who cares about HL2, TF2 or CS:S, /me wants DOD:Source :biggrin:
Re: CS: source pics Posted by Crono on Mon Aug 16th 2004 at 6:30am
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Seriously, I'm looking forward to all of those things, but I REALLY want to see dod source. Its the only thing I want to see that they haven't released anything on, mostly because I doubt they're even half way done. I would also imagine those maps would be hard to redesign to be more intricate and bigger.

Even though I can't stand Normandy map (anymore, overlord was fun though), I'd like to see what that will be like ... drools
Re: CS: source pics Posted by azelito on Mon Aug 16th 2004 at 7:06am
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Im looking forward to TS2 wich will be on source, I mean, only the ragdolls makes it worth it and NS2 wich will be a stand alone game, possibly using the source engine. Now that would be lush.
Re: CS: source pics Posted by JFry on Mon Aug 16th 2004 at 8:29am
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CS: Assuming that's dust though I wish they had another map shown. I'm guessing (hoping) it's a WIP. I know dust is supposed to be simple, but cs is supposed to be realistic, and that doesn't really look realistic to me, given the engine.

HL: I'm gonna hafta remember to buckle my seatbelt before playing this game. I look at one picture and I can't imagine building all that stuff, let alone a whole map. Sure there is some minor problems like the telephone wires look pretty jagged (although there could be a few reasons for this), and of course the lighthouse is wierd, but I think the overall appearance they've achieved is very impressive.
Re: CS: source pics Posted by JFry on Mon Aug 16th 2004 at 8:29am
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flood control my arse!
Re: CS: source pics Posted by JFry on Mon Aug 16th 2004 at 8:30am
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did I mention I like brussel sprouts? No? Good, I'd be lying.
Re: CS: source pics Posted by KingNic on Mon Aug 16th 2004 at 9:38am
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I quite like the DOD_Charlie actually, the allies have to use teamwork to complete the objectives (I know that seems like a shocker to those who play CS, since you've probably never seen teamwork :razz: ). I love playing as allies on that map, if nothing else as to be shouting at my teamates

"Are we defending this beach??"
"Umm.... No"
"THEN MOVE FORWARD!"

Assuming that the allies do work together, and complete the objectives in the right order, the map is heavily biased towards allies.

But yes... the other maps... Avalanche is gonna be fun on the new engine, Flash is just gonna be the same, but the one I'm really looking forward to is Caen :smile: That baby's gonna be fantastic on Source.
Re: CS: source pics Posted by Biological Component on Mon Aug 16th 2004 at 10:15am
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We are all aware that you can post over and over and over, every minute or so. Thank you for the demonstrations.

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Re: CS: source pics Posted by Crono on Mon Aug 16th 2004 at 10:26am
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You know what else would be nice? Forrest, if it didn't blow so much ass. Avalanch will look like Avalanch ... with proper lighting ... still a fun map ... maybe every building will be accessable.

It'd be nice if there were maps that had proper snipe points. (such as ones that hide you until you fire, they don't currently exists really.

JFry, dude, s**t only looks 'jagged' mostly because of the image quality/resolution and such. I'm sure its more like Far Cry, where the higher the resolution/more effects you can turn on, the more smooth everything looks.
Re: CS: source pics Posted by KingNic on Mon Aug 16th 2004 at 12:04pm
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A decent forest map would be cool, but it's very difficult to firstly pull off woodland, then to actually make it fun to play...
Re: CS: source pics Posted by G.Ballblue on Mon Aug 16th 2004 at 1:00pm
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I think the background is more impressive than what you're lookin at :razz: Is that a sky or 8579437592874 units of map !?!?!?
Re: CS: source pics Posted by fizscy46 on Mon Aug 16th 2004 at 5:40pm
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Well, for those telephone wires to be smooth, that must mean a single unit is smaller than it is in HL1. So maybe the maps aren't 64x bigger, but only 8 times (2x on each axis), and units are half the size.