[HN Gopher] Play Counter Strike 1.6, with full multiplayer, in t...
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Play Counter Strike 1.6, with full multiplayer, in the browser
Author : philosopher1234
Score : 768 points
Date : 2023-02-02 16:00 UTC (6 hours ago)
(HTM) web link (play-cs.com)
(TXT) w3m dump (play-cs.com)
| thisisnico wrote:
| This is my childhood and much of my teenage-hood!
| hackernewds wrote:
| CS made me lose my college scholarship
| kept3k wrote:
| The best FPS. I've been playing COD on PS5, but it is not the
| same.
|
| The game play is so much better, and more intense in Counter-
| Strike:
|
| * Respawn points are consistent
|
| * You have to manage money
|
| * It gets intense when you are the only one left on your team
| npteljes wrote:
| To me, Rainbow 6: Siege was a good follow-up. They solved a lot
| of the issues I had with CS (and COD), like stupid movements
| using jump, nothing to do after you die. They integrated some
| inevitable things into the gameplay itself: peeking pixels
| became a legit strategy, and now you can even make your own
| peekholes because of the destructible environment. You can use
| fixed and mobile cameras to gather intel, and share that with
| teammates, even after death. And the gadgets add a lot to game
| too, in regards to play style. I guess R6 it's not as sterile
| feeling as CS, so I understand if someone likes one and not the
| other, but to me, it renewed the fun for a good 700 hours.
| anthk wrote:
| Playing an FPS on a console sucks, sorry. The best handling
| it's a kb+mouse because of the precision.
| doodlesdev wrote:
| You can play the most recent COD using keyboard and mouse in
| the PlayStation. Quite a few games where that's relevant
| allow it nowadays [0].
|
| [0]: https://gamesbustop.com/ps5-games-that-supports-
| keyboard-and...
| zactato wrote:
| I remember playing one of the early CS betas as a Half-life mod
| in ~1999. It was such a huge leap in gameplay and style from
| anything else out there.
|
| Most FPSs up to this point were SciFi based, guns like the BFG
| and plasma guns. Counterstrike's focus on realism really altered
| how you connected with the game. Columbine had happened very
| recently and was still very much in the zeitgeist. There was a
| very real cultural attack on video games as a scapegoat for the
| massacre.
|
| My friends and I would build CounterStrike maps that were the
| layout of our highschool and would then run around and shoot each
| other. This was very taboo at the time. We knew that this would
| be interpreted as threatening by the powers-that-be at
| highschool, but it was exciting.
| stanmancan wrote:
| That's around the time I started playing too. I still go
| through phases where I'll get really into a new game. I don't
| have the reaction time of the younger generation but the skills
| built up over decades of gaming allows me to stay competitive.
| timeon wrote:
| There were also several other mods, like medieval one.
| geph2021 wrote:
| We knew that this would be interpreted as threatening by the
| powers-that-be at highschool
|
| These days that kind of behavior, if reported to law
| enforcement (mandatory reporting in some cases), will get
| investigated with the potential for criminal charges, and
| likely school expulsion.
| sneak wrote:
| I wonder if that's legal, given that mapmaking is protected
| expression, and a recent ruling saying that (public) schools
| can't police protected expression off of school grounds.
|
| Without a clear expression of threat, I don't think simple
| mapmaking is sufficient grounds for a terror threat charge.
| vuln wrote:
| > simple mapmaking
|
| It's not simple mapmaking though is it? It's creating a map
| inside a video game to simulate school grounds.
|
| Drawing a map of the school and putting it in a frame on
| your wall? Fine.
|
| Drawing a map, recreating it inside a first person shooter,
| then spending hours playing (training) memorizing the map?
| I believe anyone could see that as a terroristic threat.
|
| Edit: Example Legos. Having a Lego model of the US Capital?
| Fine
|
| Have a Lego Capital, attend the Jan 6 protest, have books
| and other militia type information? Probably going to get
| questioned by the feds.
|
| https://www.businessinsider.com/fbi-took-lego-set-of-
| capitol...
| lstamour wrote:
| I think you might also need to consider the context
| though - well before the thought of a "school shooting"
| was an annual occurrence. If schools had metal detectors
| it was for knives or worst case, a hand gun. And guns
| themselves are not universally liked or practiced with. I
| seriously doubt someone would suggest that playing an fy_
| map is grounds for practicing anything except video
| games. Extending a video game to reproducing a school
| ground or neighbourhood seems natural - when I wanted to
| make my first text based game, I tried making it about
| different rooms of my house, for example. People often
| want to model the world around them just to see if they
| can.
| vuln wrote:
| What about the context of flying a commercial airliner
| into a skyscraper?
|
| Moussaoui enrolled in a flight simulator training course
| at a Pan Am facility near Minneapolis, Minnesota. Pan
| Am's Minneapolis facility used flight simulators only,
| and the training there usually consisted of initial
| training for newly hired airline pilots or refresher
| training for active pilots.
|
| https://oig.justice.gov/sites/default/files/archive/speci
| al/...
| jml7c5 wrote:
| It's a Cessna rather than a commercial airliner, but
| slamming a plane into landmark buildings was not tabo or
| out of the ordinary pre-9/11:
| https://youtu.be/ssig3LUCwng?t=4m35s.
| lstamour wrote:
| Again, context. That's actually a training course. And a
| plane is mostly computerized. So it makes sense to not
| train for emergency situations up in the air in a real
| plane. If Counter-Strike were used for actual training,
| and maybe it was somewhere, then I'd agree this breaks
| the rule. But I would never say that making a map means
| wanting to plan something in real life. It just doesn't
| mean that, even if it looks that way. A game like CS is
| generally not actually a training simulator, it's just a
| way to waste time with friends, etc. You don't actually
| get any real world feedback or exercise or anything. I
| would argue actually playing paintball at school would be
| riskier, though... it also sounds like fun. Maybe it's a
| question of harm or intent?
| protocolture wrote:
| It is in fact, simple mapmaking. And fun. You have to
| project your own fears on to it to make it any more than
| that.
| [deleted]
| mywittyname wrote:
| Kids got in serious trouble for this back then too. I'm not
| sure I could find a article, but I do remember hearing about
| it happening in the news (post columbine). I'm pretty sure
| the kids who committed columbine also did this with a Doom
| level editor. So rightly or not, school officials would see
| this as copy-cat behavior.
| Legion wrote:
| > My friends and I would build CounterStrike maps that were the
| layout of our highschool and would then run around and shoot
| each other. This was very taboo at the time. We knew that this
| would be interpreted as threatening by the powers-that-be at
| highschool, but it was exciting.
|
| I think every budding DOOM and Duke Nukem 3D map creator made
| their school at one point. Of course, that was years before
| Columbine (despite the inclusion of DOOM in the Columbine
| finger-pointing), and nobody thought twice about it then.
| anthk wrote:
| Doom users did what you say on creating real life based
| environments before, to be honest. And, yes, FPS where scifi
| based but the Delta Force series had more realism than CS
| itself.
| zactato wrote:
| Sure there were some real gun mods in doom, but the gun
| sprite resolution was crap, the limitations of the engine
| added limitations to map design and while multi-player was
| possible it wasn't anything like the post-quakeworld era.
| howlin wrote:
| > My friends and I would build CounterStrike maps that were the
| layout of our highschool and would then run around and shoot
| each other. This was very taboo at the time.
|
| I had a friend that was the victim of a local news "expose" on
| this. Just a harmless high school geek who thought it would be
| fun to combine the School blueprints with his CAD course to
| build a "fun" way of digitizing the blueprints.
|
| The main lesson we learned from this exercise is that the Duke
| Nukem 3D pistol is totally OP when used in realistically
| proportioned hallways. Auto-aim and all.
|
| The other lesson we learned is that local news investigative
| reporters care more about a compelling story than to represent
| the mundane truth.
| rco8786 wrote:
| > My friends and I would build CounterStrike maps that were the
| layout of our highschool
|
| Ah yes, forgotten artifacts of an innocent past.
| danuker wrote:
| They could have argued it was self-defense training :)
| proser wrote:
| Naive feels like a much better word than innocent.
| naet wrote:
| I wanted to make a map of my high school for CSS but I thought
| it would be too taboo in the post columbine world, so instead I
| made a version of my parents house with some added ladders.
| Honestly it was great fun playing with my friends who had been
| over and knew the real life layout. Hiding in the closet or
| peeking out the back window into the yard for flankers was
| great!
|
| I miss map making. The hammer editor wasn't the best but it was
| simple enough to figure out, and I actually had some old
| blueprints of the house layout that made it easier to get
| things to scale. I don't think many newer games like Call of
| Duty have the same community spirit of community servers,
| community maps, etc.
| gzalo wrote:
| We also built a similar map while in high school in the late
| 2000s, no one really complained (keep in mind I'm not from the
| US). Some of our teachers quite liked it though. We just viewed
| it as a familiar location (albeit with secret tunnels, lifts
| and higher ceilings), it had no particular negative
| connotations.
|
| I still have it, you can view some screenshots and download the
| bsp here: https://gzalo.com/en/projects/cs_electronicaort/
| pezezin wrote:
| I was in high school in 2001 when Counter Strike exploded in
| popularity in Spain. We also discussed to make a map of our
| high school, one teacher even got us the floorplans! Mind
| you, this was one year after a guy killed all his family with
| a katana and the media blamed it on games. Still, nobody
| thought we were criminals. The benefits of living in a mostly
| peaceful country I guess...
| darkwraithcov wrote:
| I remember creating a map of my high school in the Build engine
| for duke3d.exe matches. This was before Columbine, but every
| outsider, nerd kid had fantasized in a similar way.
|
| We got our aggressions out on deathmatch, but it never occurred
| to us in a million years to actually hurt people IRL. We hated
| the jocks and the preps with the burning passion of a billion
| Wolf-Rayet stars, but never thought to hurt any of them, we
| simply accepted our lot in the genetic and social lottery and
| hoped to get revenge later in life (so far so good, judging by
| facebook).
| ddtaylor wrote:
| > My friends and I would build CounterStrike maps that were the
| layout of our highschool and would then run around and shoot
| each other.
|
| There was a small netcafe nearby when I was young that had a
| good quality T1 connection and hosted their own CS servers.
| Some of the players got together and actually mapped out the
| entire netcafe store itself and some of the surrounding area to
| create a "de_" style map.
|
| This meant you could be playing CS and spawn in the same room
| that you were actually sitting in.
|
| I can still remember vividly as a 14 year old playing the game
| and completely dominating a room full of 20-something older
| guys in the other room. They didn't know who I was and every
| time I would stomp them they would yell "FUCK" from the other
| room. Eventually after a series of absurd kills they angrily
| stormed over to our room in a hostile manner ready to fight and
| 100% convinced I was somehow cheating. The look on their face
| when they realized they were "prepared" to fight a kid and the
| realization as I openly allowed them to inspect the PC for
| whatever they thought was modified on it was hilarious.
| sholnay wrote:
| The only cheat I needed was my bindings, which I stored on my
| website so I could download at the cafe ;)
| monktastic1 wrote:
| > a good quality T1
|
| Oh man, I remember the good ol' days, when a 1.5 Mbps
| connection was _unthinkably_ fast. I imagined only God
| herself had a T3.
| akiselev wrote:
| That was when I discovered the magnificent beauty of
| symmetry.
| tiahura wrote:
| And more importantly for gaming, low latency.
| Legion wrote:
| LPB, Low Ping Bastard.
| sholnay wrote:
| haha! wow memories.
| manual89 wrote:
| I remember the days when I tried to play Quake on my 28.8
| modem over the net pre-Quakeworld.
|
| Almost made me swear online multiplayer off for life.
| latexr wrote:
| The "perks enabled" icon1 looks like the Pocket logo23.
|
| 1 https://i.imgur.com/JKzbRTV.png
|
| 2 https://i.imgur.com/mqGh2X3.png
|
| 3 https://en.wikipedia.org/wiki/Pocket_(service)
| squegles wrote:
| Wow, this is a throw back! Thanks for sharing
| aroman wrote:
| Does anyone know what they're doing for multiplayer? WebSockets
| or WebRTC?
| bastardoperator wrote:
| I just played for a couple of minutes, it's a little rough but
| still fun.
| thedudeabides5 wrote:
| amazing, thank you
| grapescheesee wrote:
| I recall installing CS from CDs. I was so excited to play, but my
| internet was so slow it took basically the rest of the day to
| download the updates. Then, when I got into the game, some
| servers had mods and maps to download which took forever.
|
| Needless to say, once I was playing I felt so gradified and cool.
| My dad brought home a 'flat' CRT a few months later from his
| work. It felt life changing at the time.
|
| A while later, I thought it would be fun to try out some of the
| cheat packs.. It didn't take more than 15 minutes for a ban.
| Still have a VAC ban on record with Steam. 6,400ish days ago. Its
| an odd reminder, and badge of honor.
| dopeboy wrote:
| At a LAN party I hosted, I'd typically demolish my friends at
| CS. So one time, unknown to me, they installed a hack on their
| side (aimbot?) and always started headshotting me. I remember
| getting flustered (I was and am a competitive person) and then
| just broke out laughing.
| Hikikomori wrote:
| A cousin brought me a CD with cs beta 0.6, had not heard about
| the game before that. Spent several days downloading a half
| life patch on 33.6k modem. Recall having very low fps (p1
| 133mhz) and 200ms ping. Also tried out hacks later on but made
| sure to do that on servers without anti cheat enabled.
| kaldev wrote:
| Still have a VAC ban on my account for 5402 days from 1.6.
| Never downloaded cheats and no idea how I got it. I'm kinda
| proud of it now but was devastating at the time. Still astounds
| me knowing that my account has been around for that long.
| dzonga wrote:
| it crashed for me: firefox on ubuntu
| _boffin_ wrote:
| This is amazing. i can't seem to get the mouse to work though.
| arduinomancer wrote:
| Are there any modern games that recapture the same magic of CS
| 1.6 custom maps?
|
| It feels like custom maps aren't as big a part of gaming now days
| for some reason
| jayd16 wrote:
| Probably Minecraft and Roblox mods but it helps to be a kid I'm
| sure.
| kirse wrote:
| By the end of my CS 1.6 days I loved those Nipper maps,
| Hookmod, Warcraft mod etc.
|
| It's mostly the console gaming experience has taken over with
| few outlets for modding. FPS kids these days don't know what
| it's like to precision aim with a mouse or have a piece of
| clear tape stuck to their CRT so they can 360 no-scope w/ AWP.
| fareesh wrote:
| Hmm it loads wav files for sound effects - is the file size
| savings minimal at that length?
| [deleted]
| aceazzameen wrote:
| This reminds me of the days when I used to have an ATI graphics
| card with a TV tuner!
| eptcyka wrote:
| Crashes firefox.
| JimWestergren wrote:
| Worked for me but without sound.
| squegles wrote:
| Same for me.
| Fil0sOFF wrote:
| Setting media.autoplay.block-webaudio=false in about:config
| enables sound for me. Sound is crackling though. It happens
| when audio output sample rate is not 44100hz according to
| their forums.
| AndrewUnmuted wrote:
| I am running 108.0.1 on nixOS and it played great.
| eptcyka wrote:
| 108.0.2, also nixOS.
| __henil wrote:
| crases for me as well.
|
| I am running firefox nightly version 109.0a1
| 0xbadcafebee wrote:
| Lan party is really the only way to play CS 1.6. Easier to spot a
| cheater, and then you can all duct tape him to his chair for the
| rest of the game.
| caogecym wrote:
| Have fond memory of LAN party. My childhood city had a lot of
| net cafes, some big ones have 3 floors with each floor about
| 100 people playing.
|
| During new year holidays, I could spent 10+ hours everyday with
| my two uncles playing CS 1.5 there, having meals at our
| computer desks. The contrast between super cold outdoor (-20
| degree Celsius) and cozy warmth indoor provides extra sense of
| satisfaction.
|
| My younger uncle was so good at it that we could hear one
| frustrated player from another side of the floor shouting at
| the game server manger asking to kick my uncle's player out.
| bagels wrote:
| Is this legal? They want my social login for something that might
| be piracy?
| eukara wrote:
| It is not.
|
| To clarify, this mixes proprietary code with GPL code from id
| software. Valve has spoken out about the engine used [1] before
| and has barred it from being used for mods on Steam.
|
| [1]
| http://web.archive.org/web/20160701071741/http://www.moddb.c...
| andrewmcwatters wrote:
| At Planimeter, back when we were "Team Sandbox," we ran into
| similar issues when attempting to publish Half-Life 2:
| Sandbox.[1] People can still find the source and game code on
| our repository listings from when we migrated off Google
| Code.
|
| Valve Business Development did not give us the go-ahead.
|
| Notably, we were the first usage of LuaJIT in the Source
| Engine, and we think that later GMod caught up to us. But you
| couldn't use native Lua modules prior to then. Only with our
| mod.
|
| Half-Life: Update failed for the same reasons we did, and
| also our team was in our 20s when we were about ready to
| publish, too.
|
| [1]: https://github.com/Planimeter
| eukara wrote:
| Wow! Fascinating. Source needed a open-source sandbox thing
| from the beginning. Can't believe things went the way it
| did - but it doesn't surprise me. The original HL SDK
| license also prohibited you from releasing anything but
| game-code in object form. Thank you for this effort.
| 8s2ngy wrote:
| Wow! this brought back a whole lot of memories. I spent countless
| hours of my childhood on de_dust, de_dust2, the Italy map and the
| pool one. I still remember the "Roger that", "Fire in the hole",
| "Follow me", and so on. Playing this on my _constantly-virus-
| riddled_ Windows XP computer is one of my earliest computer
| memories.
| RGamma wrote:
| And so many servers had the Quake sounds
| https://youtube.com/watch?v=6duy25F8lpo
|
| Really cool in gun game. Also, the vehicle maps were a blast :)
| hardware2win wrote:
| Cs 1.6 and surfs/kz/easyblocks/hns <3
| nodomain wrote:
| I feel old now. Thanks.
| deeteecee wrote:
| nice, you even brought my 500+ ping lag back into the mix.
| jasonm89 wrote:
| More players are playing this version than there are on steam.
| henriquecm8 wrote:
| The web version has around 800 players now.
|
| Steam version has around 14k players right now.
| jasonm89 wrote:
| Do you have a way to see active players? I started up 1.6 in
| steam a week ago and tried to find servers with active
| players.
| whoomp12342 wrote:
| well that was fun. a little choppy but fun
| sergiotapia wrote:
| it's been over 15 years but b43 came back instantly, woah!
| gwill wrote:
| this would have been great during high school. we had to install
| it to thumb drives in order to play.
| capableweb wrote:
| My son specifically got into computer security as he found it
| more fun to figure out how to get around various security
| policies and whatnot in his school in order to figure out how
| to play games (with CS 1.6 being the most popular at his school
| at that time).
| Insanity wrote:
| That brings back memories. We put the files on a shared network
| drive in highschool (windows computers) to which we had access
| during our IT classes.
|
| We had teachers who'd let us stay in the classroom over breaks
| to play the game, lol.
| bogwog wrote:
| Played this for a bit but ran into some trouble with the key
| mappings. CTRL to crouch means that I can't really press anything
| else without causing firefox to ruin the game.
|
| * CTRL+R (reload) causes the page to refresh
|
| * CTRL+W (walk forward) attempts to close the current tab
|
| * CTRL+S (walk backward) opens a dialog to save the current page
|
| * CTRL+D (walk right) bookmarks the current page
|
| Luckily firefox shows a confirmation dialog before refresh or
| closing the tab, but that causes the game to freeze until you
| dismiss it.
|
| Also sound didn't work at all
| nerdponx wrote:
| If there's ever a case for an Electron app, maybe this is it!
| cypress66 wrote:
| An electron app for cs 1.6? I assume this is sarcasm.
| cal85 wrote:
| Why?
| outworlder wrote:
| Probably because, if you want to have an app anyway, why
| don't you just install the native game?
| yakshaving_jgt wrote:
| Probably because differences in CPU architectures make
| that impossible. CS 1.6 won't actually run on MacOS
| afaik.
| wbobeirne wrote:
| If you install the page as a PWA then it will be able to
| prevent those shortcuts https://developer.mozilla.org/en-
| US/docs/Web/Progressive_web...
| bee_rider wrote:
| It is too bad esdf lost to wasd as the convention for FPS
| controls. Then we could have the unimportant qwazx keys on the
| left, instead of all these special keys like control and alt.
| [deleted]
| cl3misch wrote:
| CTRL should work correctly in fullscreen mode
| yamazakiwi wrote:
| That's good to know, I haven't been able to try it yet, maybe
| map crouch to C and use your thumb?
|
| Edit: It looks like it has a notification to use C while in
| windowed mode
| ddtaylor wrote:
| Unfortunately for most of us Counter-Strike players the idea
| of remapping any keys is a non-reality at this point. We've
| been playing the game for 20 something years and our brain
| has accepted keys as they are.
| yamazakiwi wrote:
| I guess that's what happens when you play using the same
| configuration for 3000 hours of playtime. Fortunately, you
| don't have to remap keys since it's already mapped to ctrl
| and c, but you would have to remap your brain.
| rollcat wrote:
| Say what you like about Apple, but having all these functions
| on the Cmd key instead is not just more logical, it's actually
| _sane_ (doubly so for the terminal). I think MS has missed an
| enormous opportunity when they introduced the Win key; and X11
| desktops, toolkits, and apps imitated the more familiar (rather
| than the better) solutions.
| skunkworker wrote:
| Personally thumb + C and thumb + V on apple keyboards always
| felt a lot easier than pinky finger + C and pinky finger + V
| which just felt and still feels weird.
| zerd wrote:
| Cmd+Shift+T is fine to hold to re-open a tab, but
| Ctrl+Shift+T makes my hands hurt on a regular keyboard.
| It's also annoying to have to switch between Ctrl+C to copy
| in normal apps, but in a terminal that would cancel the
| command, so you have to do Ctrl+Shift+C there. On a mac
| keyboard it's always the same. I've tried to use e.g.
| autohotkey to get the same consistency but it's rather
| annoying (need to inspect which window is active, sometimes
| doesn't work).
| l2silver wrote:
| Try zooming in without a right click button. It's fun!
| arcanemachiner wrote:
| I will concede that for once, Apple's insane keyboard
| mappings actually work in their favor.
|
| But I still won't get them any credit, since it is purely a
| coincidence that their mappings happened not to mess with
| this one browser game.
| victorbstan wrote:
| What's insane about a standardized key mapping that is
| predictable across apps and works? On windows you can never
| be sure what any key combo will do from app to app.
| bobbylarrybobby wrote:
| It's a whole extra button, how is it a coincidence. (Yes
| windows has the windows button but it isn't a modifier in
| the same way.)
| outworlder wrote:
| > it is purely a coincidence that their mappings happened
| not to mess with this one browser game.
|
| Not really a coincidence and that's not the only scenario
| where it's preferable to have a dedicated command key
| jml7c5 wrote:
| It is a sort of coincidence that Apple decided the pinky
| finger button should be control rather than command. The
| other way around and crouch-jumping would be more
| difficult and you'd want to rebind it... but you would
| then run into the same keybind overlap issue as
| experienced on Windows/Linux.
| LordDragonfang wrote:
| The control key was designed with the intent of subtracting
| 0x60 (or 0x40 if you assume the base state is caps) from a
| character code to send a _control code_. It 's not some
| coincidence that "ctrl-c" sends an interrupt on the
| console, if you take a look at any ascii table[1] you can
| see it was _designed that way_.
|
| Repurposing that key to instead perform unrelated arbitrary
| commands is the insane move, and it only seems normal
| because you grew up using Windows and never thought to
| question it.
|
| Apple's mappings make much more sense, especially with both
| OSs having a Meta key.
|
| [1] https://www.asciitable.com/
| shepherdjerred wrote:
| It comes in handy in terminals as well. You can use CMD + C
| to copy, CTRL + C to send a code.
| outworlder wrote:
| One thousand times this. Even though there are exceptions, it
| makes for a far better experience. Even as I am writing this:
| control+A is Emacs-like keybindings, goes to the beginning of
| the line. Under Windows and even Linux, depending on the app
| it's probably going to run "select all", and we have to
| resort to home and end (but then these also have a chance of
| scrolling stuff).
|
| It's good to know that "command" will run commands. Easier to
| explain to new users too.
|
| The Windows key is indeed a missed opportunity. The main
| reason the opportunity was missed is likely to be because
| Microsoft did not control the hardware. Even after Windows 95
| was introduced, many keyboards continued to lack the Windows
| key for quite a while. How do you deal with that? Not
| allowing apps to run? Having a fallback for when there isn't
| a windows key? Now the interface is inconsistent.
| peoplefromibiza wrote:
| > Under Windows and even Linux, depending on the app it's
| probably going to run "select all"
|
| that's CUA. Which is a much nicer and saner standard than
| Emacs/Vi keybindings.
| spudlyo wrote:
| We're going to have to agree to disagree on that one. I
| love that macOS uses the command key for traditional CUA
| bindings, leaving control sequences open for me to
| continue using my Emacs style keybindings in all cocoa
| text widgets.
| peoplefromibiza wrote:
| the point of the CTRL key is to send CONTROL messages
|
| anyway, this is just a coincidence, CS was a Windows only
| exclusive-full-screen game where those combinations had no
| possible conflict
|
| no one thought we would be playing CS in a browser in the
| future
|
| on Macs the CMD key is simply a poor man's CTRL key, except
| when you are in a terminal, where you have to use CTRL
| again...
|
| doesn't sound so well thought.
| rollcat wrote:
| > on Macs the CMD key is simply a poor man's CTRL key,
| except when you are in a terminal, where you have to use
| CTRL again...
|
| Let me check.
|
| Cmd-F in Notes.app, finds things in the current note.
|
| Cmd-F in Terminal.app, finds things in the current terminal
| session's history.
|
| Cmd-C in Calendar.app, copies an event.
|
| Cmd-C in Terminal.app, copies the selected text.
|
| Cmd-T in Finder.app, opens a tab.
|
| Cmd-T in Terminal.app, opens a tab.
|
| Cmd-W closes the current window/tab. Cmd-Q quits the app.
| Cmd-S saves. And so on, in _any_ app, tracing back to 1984
| or so.
|
| Whereas Ctrl-C, Ctrl-T, Ctrl-F, Ctrl-S, on Windows/Linux...
| all do wildly different things, depending whether you are
| in an xterm, cmd.exe, a game, Emacs, or some other app.
|
| You know what else? Ctrl-C in Terminal.app does the same
| thing as Ctrl-C in an xterm. This sort of thing is
| consistent in _every_ app. You 're literally having your
| cake and eating it too.
|
| Windows couldn't use Ctrl-W to mean "close the current tab"
| in _every single_ application, because - indeed, in a game,
| holding down Ctrl could mean crouch /sneak, and W to move
| forward. Windows could've chosen to use Win-W for that, but
| ignored the opportunity.
|
| > anyway, this is just a coincidence
|
| One of these patterns visible here is deliberate design,
| the other is piled up coincidences. I don't think it's that
| easy to confuse one for the other?
| chungy wrote:
| Can't speak for Windows, but GNOME and KDE heavily use the
| window key by default for DE and window management functions.
| Applications are pretty free to use control and alt keys to
| their heart's desire (they're free to use the window key too,
| but if the DE/WM captures a particular hot key, it won't
| work... it's not often that applications try to actually use
| it).
| rightbyte wrote:
| Impressing in some sense. But in the end only impressive because
| it is in the browser.
|
| It lagged way to much to be playable. Also sound seem to be not
| working.
| kodt wrote:
| Yeah it was a slideshow for me, and no sound. And getting
| instant headshotted by guys in Russia with 300 ping. I'm
| guessing they found a way to make it run properly?
|
| edit: Try in Chrome, it is decently playable and has sound, it
| doesn't work in Firefox.
| WirelessGigabit wrote:
| AWP, aim, shoot, press q for knife, back to AWP, aim, shoot.
| diimdeep wrote:
| Like with all games and cybersport in particular, that last 0.5%
| of finesse is all that matters, this is decent imitation but not
| really CS1.6.
| reidjs wrote:
| This gave me a nice nostalgia kick, but I'm not gonna keep
| playing it for that reason. Not _quite_ CS 1.6
| r9550684 wrote:
| for one it's not a cs 1.6 without crt monitor artifacts :D
| abbbi wrote:
| damn, i need to search a mouse...
| MuffinFlavored wrote:
| Met what ended up being a great friend in real life somewhere in
| some random IRC room looking for a 5th member to join my friend's
| group
|
| He had a special CRT monitor to get the best refresh rate to be
| as competitive as possible for the game
|
| Feels like a lifetime ago
| Zurrrrr wrote:
| "He had a special CRT monitor to get the best refresh rate to
| be as competitive as possible for the game"
|
| People like that always trying to compensate for a lack of
| skill
| dbttdft wrote:
| Bad monitors are just a gimped setup. Ungimping your setup
| doesn't mean compensating for a lack of skill. 60Hz LCDs are
| extremely hard on the eyes because of the large amount of
| motion blur inherent to displaying something at 60Hz without
| strobing. They also had very bad pixel response in 1999. They
| also had medium-high input lag depending on the model and
| what colors are being displayed on the screen. You also
| wanted a high end CRT for both better still image sharpness
| and better refresh rate (lots of them only did 60Hz or 75Hz,
| and anything that maxed out at 75Hz probably had bad focus,
| because focus decreases as you raise the refresh rate). Once
| you start fixing your system (changing mouse polling rate
| from 125Hz, disabling mouse acceleration), the monitor is
| just one more thing to fix. All of this is needed just to be
| able to game competently with the top say, 50% of players
| (unless your play style just avoids aiming).
|
| I remember in UT99 for years always running into situations
| where my aim was slightly off in situations where I was dead
| sure it should have hit. Turns out it just used the mouse
| acceleration feature in windows: the speed at which you move
| the mouse influences how far the crosshair (or cursor) moves.
| Once I disabled that I became about 5x better. The next big
| jumps were turning off vsync (and making sure it doesn't turn
| itself back on) and going back to CRT from LCD.
| brezelgoring wrote:
| In cycling there's a term called MAMIL, which means 'Middle
| Aged Man in Lycra'. It represents a grown man, clearly out
| of shape, with the latest and greatest equipment that
| probably cost him north of tens of thousands of dollars,
| singing praises about about the edge his equipment gives
| him over everyone else - whilst sporting legs worth about 5
| dollars.
|
| I play RTS games, which don't need any fancy equipment to
| play and win, but still don't believe you need a 5K USD
| monitor to play CS.
|
| My point is those things that cost money don't help win,
| reader, unless you're talking about those Nike sprinting
| shoes that were all the rage in the Olympics last year,
| those things rule.
| dbttdft wrote:
| Yes I'm well aware of the consumer whore, but you don't
| understand, none of this is about money, it's about
| proper configuration.
|
| Vsync: Unbearable amount of input lag, feels like you're
| moving your mouse in molasses. It can be disabled for
| free by setting an option. (the amount of lag decreases
| as refresh rate increases. 60Hz vsync was the worst thing
| ever. 120Hz is somewhat acceptable).
|
| Me and my friends actually enable vsync from time to time
| to train ourselves to rely on aim less.
|
| 125Hz mouse: Visibly jittery. Just set it to 1000Hz,
| works on most mice even from 1999.
|
| 60HZ CRT: Kills your eyes due to flashing. Get 75Hz
|
| 75Hz CRT: Might have bad focus. Get one with good focus
|
| 60HZ LCD: Kills your eyes due to motion blur. Suggest
| 120Hz at bare minimum (yup, motion blur decreases as
| refresh rate increases). Some models lag as bad as vsync,
| just get a model that doesn't lag. This has nothing to do
| with cost, it's a common firmware bug that some models
| have some don't.
|
| 120HZ/240Hz LCD: Might be some garbage with so much
| overshoot that it's just as bad as the slow pixel
| response it tried to prevent. Get one without that issue
| fergal_reid wrote:
| Is this actually true, or BS? If true, can someone
| explain?
|
| My mental model is that vsync will lock the framerate to
| the same as the monitor refresh.
|
| So if monitor is 60hz, my games graphical update rate
| runs at 60fps.
|
| Let's say without vsync, my graphical update rate would
| generously go up to 120hz.
|
| Worst case we're talking about an additional input
| latency due to vsync of maybe 1/60s? 16ms?
|
| I don't believe 16ms is significant for non pro level
| eSports players and even skeptical it's a big factor at
| that level.
|
| What am I missing here?
|
| I could understand if the get clock speed was tied to the
| graphical update rate but I presume that's not the case
| for CS, server side game etc; or even if it was it's
| still not going to be that material.
|
| I'm just skeptical - what am I missing here?
|
| Is the mouse input code tied to graphical clock rate or
| something in some surprising bad way?
| enragedcacti wrote:
| >Worst case we're talking about an additional input
| latency due to vsync of maybe 1/60s? 16ms?
|
| its generally closer to 2 frames with V-Sync [1][2]
|
| > I don't believe 16ms is significant for non pro level
| eSports players and even skeptical it's a big factor at
| that level.
|
| It actually is fairly significant. LTT did a series of
| tests with pro players in CS:GO focused on monitor
| refresh rate, but one test they did was 60hz/60fps vs
| 60hz/300fps and found that reducing the render latency
| drastically improved performance despite the display
| still being locked to 60hz.
|
| https://youtu.be/OX31kZbAXsA?t=1911
|
| [1] https://displaylag.com/reduce-input-lag-in-pc-games-
| the-defi...
|
| [2] https://www.cse.wustl.edu/~jain/cse567-15/ftp/vsync/i
| ndex.ht...
| leetcrew wrote:
| it's true that all of these things make a pretty
| noticeable difference when you know what to look for. but
| you're not going to recognize 60hz or vsync as
| "unplayable" unless you're very accustomed to playing on
| a better setup.
|
| > I could understand if the get clock speed was tied to
| the graphical update rate but I presume that's not the
| case for CS, server side game etc; or even if it was it's
| still not going to be that material.
|
| in cs source, the client could not send updates to the
| server at a faster rate than it was drawing frames. in
| other words, if you were playing on a 66 tickrate server
| but only rendering 50 FPS, you were actually losing some
| simulation fidelity. of course, if you're not the type of
| person to notice your frame rate dropping to 50 in the
| first place, you would probably also not notice this
| consequence. just an interesting technical fact.
| r9550684 wrote:
| if you have 0 input delay, worst case latency is still
| 32ms, because your input might come in when back frame is
| ready, but blit hasn't happened yet: render frame A,
| input comes in, blit frame A, render frame B, blit frame
| B.
|
| but your input delay is not 0, so your input might come
| in before frame A above, but frame A doesn't reflect
| input yet, which makes your worst case input latency
| 48ms: input comes in, blit ..., render frame A, blit
| frame A, render frame B, blit frame B.
|
| there are also bad vsync implementations, that by virtue
| of being enabled, introduce further delay between state
| and graphics. or if fps drops under refresh rate, things
| go out of sync, and your vsync becomes a compounding
| effect.
|
| finally vsync delay existing _in addition_ to whatever
| other delays. a 30ms delay for whatever reasons, becomes
| an 80ms delay because vsync on top.
| hackerman_fi wrote:
| The vsync latency is real and unbearable in some games. I
| think it uses a queue/buffer for frames which can cause
| latencies of multiple frames.
| sjm wrote:
| 100%. At my peak of competitiveness I played CS and
| QuakeWorld 640x480 on a 170hz CRT with my Intellimouse
| overclocked to 1000hz. Movements in game felt like an
| extension of my arms/hands and getting into a flow state
| was so easy. I have a 144Hz LED now and it's nice, but
| not the same.
| Zurrrrr wrote:
| It's exactly this. People blow money on things they think
| give them even a slight advantage. At least, people who
| have money do.
|
| Then again, a fool and his money are soon parted.
| eertami wrote:
| Or because the experience is just noticeably improved...
|
| I could play tennis with a 30$ racket from ALDI but it
| would be a lot less fun.
|
| I bet you use a high resolution monitor for work? You
| could argue that is blowing money on something for even a
| slight advantage, since you could do the same work on a
| 15" 1024x768 monitor too. Oh, but the experience sucks?
| Yeah exactly - that's why people want to improve their
| gaming experience even if those people are casual/only
| playing as a recreational hobby.
| robbs wrote:
| A high refresh rate monitor does help in measurable ways.
|
| https://www.youtube.com/watch?v=F2dPIHPNOeY
|
| You don't need to spend lots of money to get 120+hz
| screens. They can be had for $150 if you're willing to
| make compromises.
| zerd wrote:
| LTT also tested this for FPS games and both professionals
| and casual gamers improved significantly going from 60HZ
| to 144+. https://www.youtube.com/watch?v=OX31kZbAXsA
| Zurrrrr wrote:
| Yeah that's a lot of "gold wire gives better sound" vibes.
|
| Yes, all of that stuff can make a slight difference, but at
| the end it's not going to be a determining factor in your
| skill.
| r9550684 wrote:
| you're skeptical but you had to have been there! cheap
| 90s hardware was jank, and characteristics you take for
| granted, because they are on standard issue hardware
| today, were only available on high end expensive
| machines.
|
| in Eastern Europe we had computer clubs, which were like
| internet cafes, but without internet. you went there to
| play lan games, paid by the hour. they were usually
| packed, and people were usually decent. you had computer
| club rats, and I was one of them. I played q1, q2 and
| then cs for money. you show up to a club, strike a pose,
| "your club's cs fu are that of a dog, I challenge any one
| of you lamers to de_dust 1x1 deagle only", and then
| sometimes if you met your match you'd put cash up. even
| working, well maintained hardware ranged in quality to
| the point of making significant difference to a game. you
| always carried your own mouse at least (and sometimes a
| keyboard), and a config on a floppy disk. but the one
| thing you learned to spot were monitor makes and brands,
| for the reasons guy you responding to stated. in fact,
| occasionally computer club admins in collusion with their
| house teams will put you on a machine with poor monitor.
| if you had big team vs team match planned, you'd schedule
| an outing to a downtown club with known high refresh rate
| monitors and quality hardware (they were never "the club
| next door" and their hourly rate was usually higher) to
| both level the playing field and provide peak possible
| playing experience.
| Zurrrrr wrote:
| You don't get it: I WAS there. I'm almost 40. I was
| playing CS from the very start.
|
| I maintain that the people spending tons of $$$ to try
| and get an advantage in CS are mostly trying to buy
| skill, and it never works.
| _puk wrote:
| Does that count for cable internet too?
|
| We were one of the first to get cable in the area, so our
| ping was generally about 5ms..
|
| This was when many others were still on bonded ISDN for a
| (nice stable) ping of about 120ms or dial up (150+ ping).
|
| That made up for a lot of skill :D
| r9550684 wrote:
| well, my anecdote was supposed to demonstrate that I have
| a direct lived experience where hardware made a
| significant difference, everyone knew it made significant
| difference, and both that knowledge and the implications
| of that knowledge were part of the social game, because
| money and prestige was riding on it.
|
| it is also from the world that's entirely unconnected to
| the American obsession with "buying the best skiis,
| recommended by the skiing daily magazine, before ever
| getting to a slope", which is a real thing, and I agree
| with you there.
|
| there's definitely a Boris somewhere in the middle of
| nowhere who can cyka blyat on a 60mhz crt and a pentium 4
| in cs:go to this day smh, and there's also a lamer with
| souped up ryzen who can't aim for shit. but all else
| being equal competitive advantage from hardware is _not
| always and not exclusively_ "golden vacuum tube amp
| connectors".
| Seanambers wrote:
| In computer gaming (RTS / FPS) equipment matter,
| especially in FPS. Not to mention your internet
| connection.
|
| I would guesstimate about 100% more effectiveness
| compared to a subpar setup. Meaning all else equal the
| guy with the better setup would win an encounter twice as
| often.
|
| You also need to know about all of the configuration
| steps to maximize advantage. What might look superhuman
| on youtube for instance may very well just be a good
| setup.
| Zurrrrr wrote:
| Sure, internet matters.
|
| Equipment matters less these days.
|
| All I'm saying though, is if you're a crappy player, it's
| not because of your equipment, and buying better
| equipment won't make you a better player.
| kube-system wrote:
| It depends. Being a couple milliseconds faster won't make
| a difference if your reaction times are a hundred
| milliseconds slower than your opponent. But there's a lot
| of junk today that didn't exist in years past. Buy some
| cheap bluetooth accessories and you might just end up
| with latency that is orders of magnitude worse than
| devices from the 90s.
| ackatz wrote:
| Meanwhile all of the best players in the world are using
| 240hz monitors...
| Zurrrrr wrote:
| I didn't say refresh rate didn't matter. Buy buying a new
| CRT in the late 90s with a slightly better refresh rate
| isn't going to be much of an advantage.
| nrb wrote:
| The difference was pretty drastic. My NEC FP2141SB in the
| early 2000s ran 1280x1024 @ 100hz, those
| Diamondtron/Tronitron tubes were next-level for their
| time even though they were super finicky.
| dbttdft wrote:
| Yeah the range of CRT quality was huge and visible. Those
| were a type of product where price actually correlated to
| quality. With an LCD you could pay $1000 for a "gaming"
| model and still get something that has basic issues like
| high input lag or strong overshoot. With CRT it meant the
| screen is now flat, the image is now bigger than 17", and
| the focus is now sharper.
| kcb wrote:
| Most of them purposely gimp themselves by running in 4:3.
| I've watched major tournament losses due to pro players not
| being able to spot someone they would if they were running
| widescreen.
| the_doctah wrote:
| Don't you think pros would run widescreen if it was an
| actual advantage?
| deadbunny wrote:
| The reason they run 4:3 on 16:9 monitors is to stretch
| the horizontal and make their targets effectively larger
| on their screen.
|
| Obviously that comes with downsides as you mention.
| mywittyname wrote:
| i'm kind of surprised this isn't considered cheating.
| It's effectively zooming in.
| w0m wrote:
| I wouldn't go that far. Those people are usually still in the
| top ~5%; just looking for _any_ advantage.
| glonq wrote:
| I know a couple that got married after meeting in CS1.6 Wild!
| [deleted]
| Waterluvian wrote:
| I was always amused by how many of my friends got crazy
| monitors but still just used headphones. Surround sound for 1.6
| made the game incredibly unfair. Being able to hear
| specifically in what direction and volume footsteps were coming
| from was basically a wallhack. I would often use headphones
| because parents weren't the biggest fans of hours of that a
| night, and it was so crippling.
|
| Funny enough, my semi-pro career (I made $60 total) ended when
| I abandoned my surround sound when moving out in undergrad.
| dbttdft wrote:
| You already get 99% of that "wallhack" by having stereo
| headphones. The game is mostly flat.
| Waterluvian wrote:
| For casual level play it's indeed fine. But the "flatness"
| of a level doesn't really mean much. You want to know which
| specific part of a nearby room someone is in. To the
| left... in front? Behind? Are they going through the
| hallway or cellar in cs_italy?
|
| Like any game, you get huge value out of slight advantages
| when you get to the more high level skill.
| Hikikomori wrote:
| You can just move the mouse horizontally slightly and
| you'll know the direction of the sound instantly.
|
| Stereo is not for casual play, it's clearly the opposite
| as here's not a single professional player that uses
| surround to my knowledge.
| justsomehnguy wrote:
| >cs_italy
|
| FYI there are AMA thread from makers of it on Reddit
| somewhere.
|
| A quite fun read.
| least wrote:
| I was around CAL-M level in 1.6 and I never had a
| surround sound setup, but I'm unconvinced that it has any
| meaningful benefit over headphones, which worked
| perfectly fine for intuiting where someone was. That's
| hardly a real benefit in higher level play, anyway
| because you know where everyone _could_ be, anyway, and
| your movement is dictated by that knowledge as well.
| Hikikomori wrote:
| How many pro CSGO players use surround?
| dvlsg wrote:
| Pro players almost definitely all use headphones, because
| they're typically on stage for tournaments with their
| teammates right next to them and their opponents somewhere
| nearby.
|
| But even when they're not on stage, they're often in the
| same room with their teammates. And even if that isn't the
| case for some reason and a player is in their own room,
| winning those tournaments is generally the highest honor,
| so pro players would likely want to practice as close to
| tournament conditions anyways.
|
| Directional audio over headphones is surprisingly good
| nowadays, though. HRTF is pretty cool stuff.
| Hikikomori wrote:
| And because surround is mostly useless, if not messing up
| sound. With stereo all you need is to move your mouse
| horizontally to locate the exact direction of any sound.
| dvlsg wrote:
| Yeah, for sure.
|
| There are other considerations as well - if game sound is
| coming over loud speakers, you run the risk of it also
| being picked up by your microphone when you try to
| communicate with your teammates.
| saiya-jin wrote:
| Friend painted dot in the center of his screen with permanent
| marker for sniper rifles, especially strongest one became
| 1-off shotgun. We hated him for that
| __alexs wrote:
| You only have ~2 ears, there is no need for 5.1 channel
| surround sound.
| nonowrong wrote:
| Did you stop to think for two seconds before posting this?
| People can tell where a sound is coming from in a 3d space.
| That's why you can tell the difference between a sound
| directly in front of you and directly behind you.
| uxp100 wrote:
| You can easily create sound in front of and behind you
| with headphones.
| Avamander wrote:
| Accurate positional audio from a stereo source is far
| from easy.
| neoromantique wrote:
| It's even harder with surround setup.
| veec_cas_tant wrote:
| I remember being blindfolded in high school science class
| and testing this by having someone clap two sticks
| together around my head. Surprisingly difficult to tell
| if something is in front or behind you.
| peepee1982 wrote:
| Hearing is more involved than taking sensory input from two
| sources. If it weren't, there wouldn't be mixing and
| mastering engineers using speakers. Which they mainly do.
| voxic11 wrote:
| Pretty sure they use speakers because they are mastering
| primarily for speaker setups. Not because it increases
| the accuracy of location information encoded in the
| sound.
| tuetuopay wrote:
| We only have ~2 eyes, there is no need for a third
| dimension!
| kllrnohj wrote:
| You meant this as a sarcastic response, but literally all
| VR headsets are just 2 displays, 1 per eye. The same
| thing is true about audio & ears. If you've got a speaker
| that you know is dedicated strictly to a single ear, then
| all you need is 2 speakers to simulate audio coming from
| anywhere.
|
| It's called HRTF and it's not at all a new technology.
| All you actually need is stereo headphones to have 3d
| positional audio.
| voxic11 wrote:
| You only need a 2D display to create fully 3d images (see
| the 3DS for an example).
| kentonv wrote:
| Weird. My experience has always been that headphones are more
| effective at producing precise 3D sound than speakers. And
| intuitively, it seems like they should, because they can feed
| each ear with exactly the sound that ear should hear.
|
| That said it does require that the game has good 3D sound
| generation, which isn't trivial, especially differentiating
| front and back which requires accounting for the shape of the
| human ear.
| peepee1982 wrote:
| Since everybody's headshape and mass is different, it's
| hard to do binaural audio that works for everyone.
|
| Also, I'm pretty sure the brain uses small movements of the
| head to know where sounds come from. So you'd have to have
| head tracking with virtually no latency.
|
| A bunch of speakers in a circle around you don't have any
| of these issues.
| teawrecks wrote:
| The latency issue would be in the timing of samples
| between the sound drivers, not from the game to the sound
| port. The sound data could take 50ms+ to make it through
| the DAC, but as long as it plays the signal to each
| driver with enough precision relative to the other (and
| assuming the response of the driver is sufficient), your
| brain would get the orientation info. The frames you're
| seeing are already around 50ms late for most games anyway
| (unless you're playing the game at hundreds of fps, which
| is very possible with cs1.6), and mouse latency is
| between 50-100ms.
|
| Head tracking wouldn't be necessary because you're always
| looking straight at the screen and the camera is always
| aligned with your character's head. You're never going to
| physically turn your head to get a better angle on a
| sound source, you'll just turn in game.
| ace2358 wrote:
| I'm surprised to hear 50ms for audio processing. I'm a
| music producer and I can feel it at about 20ms of
| latency. (Pressing key on keyboard (musical) to hearing
| sound)
|
| I would have thought video games wouldn't have more
| latency than audio production software.
| kentonv wrote:
| My DDR setup -- a Windows gaming PC connected to a pretty
| standard stereo receiver -- has 70ms total latency
| between button press and audio. That's more than enough
| to make the game unplayable, except that of course
| StepMania lets me configure it to pretend button presses
| occurred 70ms in the past.
| kentonv wrote:
| TBH a bunch of speakers seems like it would be much
| worse.
|
| If you had an infinite matrix of speakers located at
| every possible point relative to your head, then you
| could play each sound from the exact speaker representing
| the correct direction, and get perfect 3D audio. _Maybe_
| it would even be sufficient to have a sphere of speakers
| around you, or even a circle if elevation isn 't relevant
| in most games.
|
| But in practice we don't have any of those. We have 4 or
| 5 speakers roughly arranged around the player. If one of
| those 4 or 5 directions happens to be exactly what you
| need, then great, play the sound from that speaker and
| you're good. But if not, then what?
|
| The brain decides the direction of sound based primarily
| on the relative latency between when it is heard in each
| ear [0]. How do you create a precise time difference when
| you have 4-5 different speakers _each_ of which can be
| heard by _both_ ears?
|
| Plus the game doesn't even usually know exactly where the
| speakers are located relative to the player's head.
| Exactly how far away are they? Are the front speakers
| closer than the back?
|
| With headphones, none of this is a problem. The game can
| precisely control exactly what the person hears,
| including precisely controlling interaural time
| difference.
|
| [0]
| https://en.wikipedia.org/wiki/Interaural_time_difference
| Waterluvian wrote:
| You generally need special headphones for that and they
| really didn't work that well 20 years ago. I don't recall
| there being any way to tell the Half Life engine or my
| sound card "output 6 channels to the headphones" and the
| engine wouldn't do A3D if it was a stereo device.
|
| By having a 5.1 setup surrounding me (about 2 feet away in
| each direction, it was.. cluttered), the brain produces a
| surround sound effect the way it does in normal life.
|
| An expert would have to speak further about how headphones
| can emulate that, but I don't recall it ever really being a
| thing in the early 2000s.
| garaetjjte wrote:
| Surround audio using headphones needs HRTF:
| https://en.wikipedia.org/wiki/Head-
| related_transfer_function. There is no single profile
| that works for everyone though, because it is dependent
| on head and ear shape.
| rzzzt wrote:
| The Sierra version of Half-Life had EAX support, IIRC,
| with strangely long reverberations each time you walked
| on something made out of metal. _claaang_
| florbo wrote:
| You had to tweak a lot of settings with EAX to make it
| sound decent, but you could also configure it so you
| could hear extreme distances, giving you quite the
| advantage. I bought a Sound Blaster Audigy Gamer card
| because of that. I had a huge config file that set all
| sorts of network settings, and even bound PgUp/Dn to
| cycle through various ex_interp values.. lol
| pprotas wrote:
| You are the first person I've ever seen talk about how a
| surround sound speaker system is better for competitive
| shooters than stereo headphones, but I might be showing
| my age here since you are talking about the 2000's :P
| qup wrote:
| No, I played CS1.6 and I wouldn't consider playing
| without my headphones.
|
| I didn't have a surround sound system because I was a
| teenager, but I knifed thousands of noobs coming around
| the corner wall in iceworld because they were too dumb to
| walk.
|
| I'm guessing it was an identical effect to the surround
| sound, it was basically radar. You could hear people
| across nearly the whole iceworld map.
| kentonv wrote:
| I have a vivid memory of playing Doom 2 on a 486 in the
| 90's, hiding in a building with a cyberdemon circling
| around the outside, and being able to tell exactly where
| he was based on sound alone. Needless to say Doom
| produced no more than 2 channels of audio.
|
| Interestingly Doom's audio code was licensed from a third
| party. When they open sourced it, they had to rewrite
| that part; I think Carmack said he backported Quake's
| code. I wonder if that third-party code was just really
| good or something.
| deadbunny wrote:
| I had the same experience with doom 2; heard an Imp
| fireballing me directly behind me so perfectly I spun
| around in my chair.
| dopeboy wrote:
| Is this true? I used headphones all throughout my CS days.
| Stereo sound in headphones was enough to give a competitive
| advantage.
| r9550684 wrote:
| sound blaster at some point allowed you to emulate
| exaggerated "3d sound" polyphony. I distinctly remember a
| control panel, where you could drag around surround sound
| speakers and it would attempt to emulate them in headphones.
| ceedan wrote:
| Surround sound was unnecessary. As long as you had stereo
| headphones you were fine. I had cheap headphones, expensive
| headphones and even won headphones at LAN events. Directional
| audio was never an issue on any headset I'd played with. I
| tested them all with this video -
| https://www.youtube.com/watch?v=IUDTlvagjJA
|
| The only headphone issue I had in my decades of playing CS
| were with open ear headphones (Sennheiser HD555) that reduced
| the punchiness of bass and made footsteps more difficult to
| hear in CSS which was a terrible game with terrible audio.
| krolden wrote:
| I have no problem sondhacking with my 2.1 setup.
| sC3DX wrote:
| audio spatialization has gotten really fancy in games. We can
| trick your eat into thinking sounds are coming from any
| direction with a combination of filters, delays,
| attenuations, etc. Of course it's not as good as the real
| thing but it is still very convincing (and certainly good
| enough to be competitive in CS these days).
| MuffinFlavored wrote:
| > but still just used headphones
|
| I haven't thought of Ventrilo/Teamspeak in years...
| Waterluvian wrote:
| Ohhhh right that reminded me of another anecdote: sound
| cancellation wasn't really a working tech back then so my
| Vent buddies hated hearing my game. I would have a little
| earbud in connected to Vent on my other computer so I could
| hear them, but they'd always hear my game, so I ended up
| developing this half-assed skill of speaking only during
| quiet times.
| totoglazer wrote:
| Ventrillo, a voice chat program popular for gamers. I
| guess sort of 2002 era Discord.
| rightbyte wrote:
| Like Discord but with like 10ms latency to your friends
| in the area and no fancy pancy filters adding group delay
| when you speak.
|
| Overall a way superior experience to what we have today.
|
| I remember having actual effortless conversations on
| Ventrilo. Nowadays speaking in Discord or MS Teams or
| what ever is exhausting since you interrupt each other
| due to the delay.
|
| Phones have also gotten worse. It would be interesting to
| see a number of round trip "ping" for different Voip
| providers and phone systems ...
| hackernewds wrote:
| What is a vent
| Waterluvian wrote:
| Vent aka. Ventrilo was a group voice chat application
| from about 20 years ago. You'd log into a server and have
| different "chat rooms" to be in, and it was voice-centric
| (and text to speech and many other features).
| anthk wrote:
| Like Mumble?
| Ancalagon wrote:
| What does performance and load look like on a laptop? Anyone have
| specs?
| phplovesong wrote:
| HAHAH! This is amazing!
|
| I was an avid CS 1.5/1.6 player in the early 2000s. This is def a
| bookmark!
| EliRivers wrote:
| I still have a copy of the alpha release version of CounterStrike
| here somewhere. As I recall, probably as a self-extracting exe
| but maybe a zip file, and it was about 8 megabytes; that's not
| quite so amazing as it sounds, as it was purely a mod for Half-
| Life and sat on top of an existing Half-Life installation.
|
| I should check that it's available in historical repositories and
| if not, see where I can send it for posterity.
| kapitanjakc wrote:
| Alright, let's move out.
|
| That's the way it's done.
|
| Owned.
|
| Follow me.
|
| Fire in the hole.
|
| Roger that.
|
| Affirmative.
|
| Ah, negative.
|
| Let's go sir.
|
| Go Go Go.
|
| ..... good stuff
| yboris wrote:
| My favorite at the beginning of the game is "get in position
| and wait for my go" B-)
| est wrote:
| Damn, brings back much memories.
| jeffwask wrote:
| Bunny hop, shoot, bunny hop, shoot
| creaturemachine wrote:
| Shots penetrating meter-thick stone walls. Good times.
| qbasic_forever wrote:
| Sniper bullet to the foot just as instantly deadly as to
| the head too.
| capableweb wrote:
| I don't think that was true, even the AWP (highest damage
| in the game) wouldn't kill people if you shot them in the
| legs or below. I think at least, was a long time ago I
| last played the game. Scout was even worse, only
| headshots would one-shot someone.
| qbasic_forever wrote:
| It was in the beta days. You could camp the long tunnel
| on dust and every AWP shot to the terrorist feet as they
| came down the tunnel (before they could even see you) was
| an instant kill. It was 'fixed' so you had to hit them in
| the head for a headshot instant kill.
| capableweb wrote:
| I guess it was "fixed" so that you had to hit them in the
| body or above, because a body shot with the AWP would
| kill someone instantly in 1.6, if I remember correctly.
| aidenn0 wrote:
| I remember the P90 having (almost?) no recoil or spread
| in the beta days as well. Was like a firehose of bullets.
| jeffwask wrote:
| No AWP servers were fairly common and where I mostly
| played. Even fixed the AWP never quite felt balanced.
| manual89 wrote:
| My favorite thing to do in the earlier versions was to
| "gun-run" dropped weapons back to base, since they did
| not despawn at the end of the round. So much fun amassing
| a giant arsenal for your teammates to pick through.
| AntoniusBlock wrote:
| I spent hours watching demos of pro games to learn
| wallbangs (especially de_nuke) and flash spots. Good times
| indeed! Shout out to HLTV.
| tukantje wrote:
| I am not sure if this is made with source engine, would it
| still have bunny hop if not?
| r9550684 wrote:
| no, bunny hop is an artifact of quake strafe code, which
| was retained in valve's goldsrc. it was fixed in Source
| since it's a completely new engine, but goldsrc counter-
| strike also had its own mitigations, which I assume were
| special cased hacks. I played from early beta (russia LAN
| party "pro" cs player here), and I distinctly remember when
| bunny hop stopped working. I was running out as ct on
| de_dust, and went to do a hop and it wasn't working. "they
| nerfed hopping! the game is _RUINED_! the casuals won! "
| etc.
| seabrookmx wrote:
| 1.6 does not use Source. The appropriately named "CS:
| Source" does.
| jeffwask wrote:
| I honestly can't recall when that was fixed. It's just such
| an embedded counterstrike memory.
|
| My second tech job IT setup an internal counter strike
| server and a bunch of us would play at lunch or after work
| until someone yelled at us for screaming at each other over
| the cube walls.
| jeffwask wrote:
| Nothing quite like hearing, "Fuck you, you fucking
| camper" echo across the office floor at noon.
| timeon wrote:
| That window in Italy.
| scrapcode wrote:
| The nostalgia is real with this one for sure. I started playing
| CS with v1.3, and it is fascinating to me how terrible I still
| am when I play the occasional round of CS:GO.
| mushishi wrote:
| After loading files, the game says: "Initialize shaders, please
| keep focus on this windows." Nothing happens so I looked at
| console.
|
| There was: "Exception thrown: Uncaught SimulateInfiniteLoop"
| Uncaught SimulateInfiniteLoop
| bob1029 wrote:
| fy_iceworld was my favorite from 1.6. I recall nothing could
| touch it with regard to rapid, repeatable chaos. I've probably
| put 500 hours into that one map alone.
|
| You will find an almost identical structure in virtually every
| Call of Duty multiplayer experience - One big room with 4 "cubes"
| in it that players fight around, with various degrees of partial
| cover scattered throughout.
| Moissanite wrote:
| Rampant wall-banging on scoutknivez until people call you a
| hacker was my personal fave.
| rajamaka wrote:
| Don't forget fy_pool_day!
|
| I always found it such a shame that a map like as_oilrig never
| took off in a competitive sense. Always thought "protect the
| VIP" was a really cool concept, but I guess the rest of the
| world disagreed.
| bob1029 wrote:
| I remember pool day now! Definitely played that one a lot
| too. Also have some memories of oil rig.
|
| Agreed on the hostage maps. TFC had that one map too...
| turtlesdown11 wrote:
| ^
| andrewmcwatters wrote:
| fy_iceworld takes me back!
| qup wrote:
| I ran a 24/7 Iceworld server in my bedroom.
|
| The latency advantage was real.
| westhom wrote:
| Sunk so many hours into fy_iceworld. I never enjoyed sitting
| around and waiting for rounds to end on normal maps. Loved the
| pace of iceworld and awp_map.
|
| And using headphones on iceworld gave you wallhack like
| abilities.
| bob1029 wrote:
| > I never enjoyed sitting around and waiting for rounds to
| end on normal maps.
|
| Precisely. I found it much easier to get my friends
| interested in playing CS at LAN parties with this map (or
| something wacky like jeepathon2k).
| sakopov wrote:
| I had a flashback to the day I figured out that the scroll wheel
| cancels the reload animation on the guns. I immediately became 10
| times better at the game. Also, the zombie servers were mindless
| but fun.
| pharmakom wrote:
| Oh man you gotta turn off scroll switch and have specific key
| binds for every weapon
| exhaze wrote:
| What was wrong with 1/2/3/4 for key binds? I played CS 1.3 ->
| 1.6 professionally in 2000s, never really saw folks do this.
| TomatoTomato wrote:
| Many people use mouse wheel for jump as well
| vecter wrote:
| Cool, what was your gamer tag and clan?
| pharmakom wrote:
| Cycling through grenades using 4 is inefficient compared to
| dedicated flash, HE, etc. keys
| nwsm wrote:
| with scroll wheel bound to jump of course
| nashashmi wrote:
| How long has this been out?
| 007lva wrote:
| I think two years.
| b8 wrote:
| This reminds me of Minecraft in the browser. Was fun to a play a
| bit in Chrome on Windows.
| nathias wrote:
| sweet memberberries
| Laaas wrote:
| Unfortunately causes Firefox to crash on aarch64-linux with a
| Qualcomm SoC!
| geepytee wrote:
| This is cool! I wonder what other multiplayer games can be ported
| to run in a browser.
| chakintosh wrote:
| Never played CS in my life, tried this and managed two kills with
| a MacBook Pro M1 trackpad.
| klaussilveira wrote:
| For the curious, this is based on the
| https://github.com/FWGS/xash3d-fwgs engine. Probably this fork:
| https://github.com/icrazyblaze/Xash3D-Emscripten/
| bsagdiyev wrote:
| They've also got an updated (reverse engineered?) HLDS DLL too.
| reHLDS I believe is what it's called. Been meaning to check
| what benefits/cons it brings for my own server.
| RulerOf wrote:
| Could I use this to put HL1 and its mods in the browser for a
| LAN party?
| nfriedly wrote:
| One of the only times I got detention in high school was when
| playing CS 1.6. It wasn't for playing the game, though - our
| class had done something good and as a reward we were allowed to
| goof off and play games that period.
|
| But, a classmate had killed me several times in a row and was
| having a good laugh about it. I gave him a middle finger and then
| got back into the game.
|
| At the end of the class, the teacher handed me a detention slip
| and then explained that he had been standing behind me watching
| my screen when I flipped the bird.
| arbol wrote:
| That's a pretty harsh punishment! People would've been
| permanently in DT at my school..
| wazoox wrote:
| Unfortunately like 99% of such web games is mostly unusable if
| you don't have a QWERTY keyboard...
| Narishma wrote:
| That's a non-issue. You just need a QWERTY layout. Most OSes
| make it very easy to change on the fly.
| planede wrote:
| Why don't web games use KeyboardEvent.code for this? That would
| mostly resolve the issue, assuming browsers are compliant.
|
| https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEve...
| constantly wrote:
| This sounds like a lot of work to me to address a problem
| that only impacts 0.1% of players, and KeyboardEvent.code
| looks pretty obscure.
| planede wrote:
| > 0.1% of players
|
| There are entire countries with different standard keyboard
| layout than QWERTY, I'm pretty sure that 0.1% is
| inaccurate.
|
| I also remember that some desktop games handled alternative
| layouts just fine by default, without reconfiguring key
| bindings manually. I was only ever affected by QWERTZ, so
| the impact was limited.
|
| Apparently both desktop and web has the suitable API to
| handle this well, yet web games don't seem to care.
| fierro wrote:
| i wonder how hard it would be to make this work for Counter
| Strike: Source
| cptcobalt wrote:
| This is pretty wild! Seems like it's running the FWGS xash3d
| engine, which seems to be some sort of rewrite of the Valve
| goldsrc engine (which I didn't realize had available code to be
| rewritten)?
|
| I'm curious about how it's actually executing in the browser
| (WebGL? WebGPU? WASM, even?) but cant seem to be able to get onto
| a server to poke around at the moment.
| spijdar wrote:
| There's at least one public web version that uses Emscripten at
| https://github.com/iCrazyBlaze/Xash3D-Emscripten
| rmccue wrote:
| The original Half Life, including goldsrc, is source-available:
| https://github.com/ValveSoftware/halflife
| eukara wrote:
| That is only the game-logic (which has been 'open' since
| 1999) and not the engine. That is under a proprietary license
| and as per terms of the GPL incompatible with the code that
| the projects here are using (which are GPL, as they take code
| from the open-source Quake engines and community projects
| that have been created over the past 2 decades).
|
| However the projects in question are outside of US
| jurisdiction for that to matter. They are in violation of id
| software's and Valve's copyright though.
|
| You can find the original HL SDK license here
| https://pastebin.com/pAVKk1NL The copy on GitHub has just a
| find-replace of the Source Engine license, which is not
| compatible as well. Seems like Human Error either way.
| dopeboy wrote:
| CS before it went downhill. Played so much de_dust (before
| de_dust2 became popular) from the beta days to 1.6.
| danjoredd wrote:
| When did it go downhill? I thought CS: Source was great fun.
| Didn't really care for CS:Go
| r9550684 wrote:
| op implies that after half life 1 engine cs 1.6 it wasn't
| same game anymore, which is a common sentiment among people
| who were there. first, besides I think "urban terror" which
| was a mod for q2 engine, cs was the first "realistic"
| shooter, so if you played it beta to 1.6 you were part of the
| creation of the new genre. second, most of the mechanism from
| half-life engine were still exposed and the path from beta to
| 1.6 was at least in part about tweaking your cfg to give you
| a little edge. each new release would nerf and remove some
| "exploit", and it was kind of exciting in its own way. third,
| cs after it got bought by valve and later cs:source became
| big publisher game, explicitly "e-sport", crystallized in the
| conventions, big and flashy, one of many "realistic"
| shooters, that came to dominate the shooter genre.
| hackernewds wrote:
| seems like a absurd reason not to like a game, stuck in
| nostalgia and district elitism reserved for the "hipster"
| crowd
| danjoredd wrote:
| I agree. The devs couldn't continue working on CS 1
| forever, and eventually a sequel would HAVE to be made
| somehow. It was never going to please everybody, no
| matter what they did. Im glad that, despite the
| controversy, CS: Source still ended up being good.
|
| I remember I got it for GMod, and played it out of
| boredom one day and I ended up loving it!
| r9550684 wrote:
| (q2 mod wasn't called urban terror (which is a name of a
| free software cs remake) but I can't remember what it was
| called. cs guys originally made "action quake", which was a
| proto-cs but on quake engine, but I have a strong feeling
| there was another such mod with "urban" in the name. unlike
| that anybody who remembers will read this comment...)
| ceedan wrote:
| Source was a complete mess. It took years of updates before
| that game was playable competitively -- it never truly was.
| The half-life 2 engine was a disaster, and most players
| didn't have the hardware to run those games well at the time.
| That's what made 1.6 so wonderful - you could run it on
| single core Pentium 4 processor and literally anything
| better. For 10 years, it had the best gameplay and a huge
| playerbase, with entry level system requirements. Many people
| I knew didn't move to CSS, because getting a $1000 PC was out
| of the cards - most of us were kids.
|
| In 2007, DirectTV killed the North American professional CS
| scene by pushing CS:Source into their televised CGS league.
| The top pro players all left the 1.6 scene for 30-40k/yr
| contracts to play in CGS (a no brainer)... most of them
| openly hated the game while playing in this league too. The
| 1.6 scene in the US was still large and active, but never the
| same. Teams in Europe, Asia, Brazil & elsewhere continued to
| play 1.6. After CGS folded in 2008, global competition sort
| died off and many of he top NA players retired. There weren't
| many NA 1.6 players good enough to keep up with European pro
| teams after about 2010.
|
| Imo, CS was an incredible scene from like 2000-2008. CSGO has
| enjoyed a great run from like 2013-2018?. It's definitely
| lost steam from the battle royal shooters (PUBG & Fortnite),
| and now Valorant infringing on it's player base. Valve hasn't
| really been very active in its own competitive scene, which
| may also be hurting.
| danjoredd wrote:
| I don't think the Source engine is a mess, personally. Even
| if CS:Source isn't as good as CS1.6, Half Life 2, Team
| Fortress 2, Day of Defeat, etc. are all solid games that
| feel good to play. I personally like CS:Source because
| thats the one I grew up with, it being packaged with G-Mod
| and all.
| ceedan wrote:
| CSS got better as it got older, but I heard about
| grumblings from the 2010 update after I had already quit
| playing it. I probably played until 2008/2009, and then
| started CSGO again in 2012 or something.
|
| Some of my CSS memories - We used to shoot barrels on top
| of the bomb that would prevent defuses until you shot
| them off. If you didn't have a grenade or extra ammo
| (pistol rounds?) this was hilariously difficult. Leagues
| had to ban this tactic, but there was no setting to just
| get rid of the movable barrels so it still happened
| occasionally.
|
| - There was a bug where a players view would sit above
| their player model - so they could duck behind a box and
| see over it without being seen. I never learned how to
| abuse it, but it was obviously very effective.
|
| - Head hitboxes were bigger in CSS than 1.6. The game was
| just easy.
|
| - The deagle was way too good in CSS.
|
| - Hacking in CSS was really bad. It took a while for 3rd
| party anti-cheat clients to catch up. League play was
| plagued by hackers.
|
| - CSS had ragdoll physics instead of death animations.
| Occasionally players would die while sitting or leaning
| up against a wall. If you took a quick peek this might
| make you think it's a player crouching and still alive.
| The ragdoll deaths made it harder to detect if a player
| was dead or not
|
| - if they were running at you and died they might still
| be falling forward in what looks like a running/ducking
| animation for 100ms or so.
|
| - The maps were needlessly complex. The addition of
| flower pots, cans, trash, arches, window sills, steps etc
| etc made grenade physics less predictable. There were
| times where trash would block a doorway and make entry
| into a site impossible without sounds from it as you walk
| over. CSGO has this same problem, even with the chickens.
| (https://www.reddit.com/r/GlobalOffensive/comments/7ygcve
| /chi...)
|
| - I remember play shadows being something that was a huge
| competitive advantage for players with a better PC. If
| you set your shadow quality too low, you wouldn't see
| them - and there were certain areas where you could see a
| players shadow if you had the setting on high.
|
| - Bullet impacts into walls were harder to see because of
| how "dusty" CSS was. When you sprayed into a wall, the
| clouds of dust that would come off made it hard to see
| where the shots were landing. CSGO greatly improved this.
| (https://youtu.be/Y4TVegjgvXc?t=180)
|
| I could go on - obviously I kinda hated the game, but I
| also had a trash PC at the time and was fraggin out with
| 45fps-110fps and a single core processor for a while.
| jeffwask wrote:
| Source wasn't well received by a portion of the community.
| The community bisected for a while with some folks staying on
| 1.6. I don't recall everything behind the 20+ year old drama
| but it was a thing. Source eventually won out and the rest is
| history.
| teeray wrote:
| IIRC Hitboxes were different in the early days which kept
| many folks on 1.6
| r9550684 wrote:
| source engine is different from goldsrc, and the "feel" of
| goldsrc goes back to q2 (and some idiosyncrasies from q1).
| so if you spent several years playing from beta days, or
| for some people transitioned into cs from even more years
| of q2 or q1, then source would just be an entirely new
| experience. there's nothing valve could've done to preserve
| the right feeling, which is fine. old timers continued
| playing goldsrc until full blown grown up took over,
| where's new timers were formed by the conventions of source
| and further.
| Heston wrote:
| I'm surprised is wasn't mentioned yet but towards the end of
| CS:Source, just before Go, Valve nerfed the aiming and added
| in randomization to bullets fired that couldn't be corrected
| for. It was done to make the game more approachable to new
| players as a skill equalizer.
| Insanity wrote:
| I'd say Source was great. I sank in multiple thousands of hours
| in that game - but only playing surf_. (The kind where you had
| to actually kill enemy players, not the kind where you just
| surf to a certain platform).
| doix wrote:
| I probably spent over a thousand hours playing
| 'surf_greatriver2_1'. Absolutely sucked at regular CS, but
| somehow got very good at shooting with the shotgun whilst in
| the air.
| Insanity wrote:
| Haha, same here! I loved greatriver (the x_dream one
| specifically).
|
| I went back to it a couple of years ago, it was all just
| servers and people with bhop scripts and AWPs.
| nick123567 wrote:
| Ah yes, I played tons of surf. Got into coding due to running
| a surf server in my closet and programming server mods.
| Zurrrrr wrote:
| CS:GO is pretty great and still very active
| ghostpepper wrote:
| If you played the betas I wonder if you remember beta 7 and the
| jeepathon2k map. Not many people know that CS had driveable
| vehicles for a short time. It was pretty silly but a lot of
| fun.
| afavour wrote:
| I'd totally forgotten about that! Man that was a mess. A fun,
| fun mess.
| hackernewds wrote:
| people forget that CS was a mod of Halo. where of course you
| could ride a lot of vehicles
| r9550684 wrote:
| I'm sure other people will correct you, but cs was a mod of
| half-life 1, where drivable vehicles were a massive janky
| hack.
| redbar0n wrote:
| hahaha, well played sir, well played.
| ceedan wrote:
| wow -- jeepathon2k made my brain tingle. I cannot believe
| that I still remember that map.
| vesrah wrote:
| Ah, yes, the APC was the best way to die in cs_siege
| icelancer wrote:
| Oh yeah. Couple levels had the vehicles, I think. cs_siege is
| the one I remember most.
| metabrew wrote:
| spent so many hours playing this years ago.. great memories. too
| bad it doesn't seem to support inverting mouse y-axis or changing
| keybindings. too much muscle memory to overcome.
| philosopher1234 wrote:
| I'm pretty sure you can change your controls from the home page
| (not once you're in game). Not sure if the settings have
| inverted y axis, but it had scroll to jump so I wouldn't be
| surprised.
| jacooper wrote:
| I have been recently playing CSGO with my family members.
|
| Its honestly very difficult to play, its really not suited for
| Casual players(playing on speakers with mediocre mice and so on)
| especially with the very difficult aiming system.
|
| But I didn't find anything that is both free or basically free
| and can run on everything, from macbooks with Intel/m2 GPU to a
| gaming PC.
|
| Overwatch 2, too gimmicky and heavy
|
| Fortnite, same thing and we hate battle royal, so no COD WZ2 and
| so on.
|
| Its definitely an improvement on playing C&C Generals with
| endless problems that come with a game, which is _checks notes_
| 20 years old now.
| BHSPitMonkey wrote:
| > both free or basically free and can run on everything
|
| Team Fortress 2 is still alive and well
| jacooper wrote:
| Doubt it would be any easier than CSGO
| agileAlligator wrote:
| The aim and movement mechanics of tf2 are certainly easier,
| though the gameplay rules are more complex and there are
| classes with different abilities and attributes.
| agilob wrote:
| It is alive, but saying it's well is a big overstatement.
| Can't have 10 minutes without aimbots ruining the game.
| ozarker wrote:
| I've felt similarly about csgo. It's the game I always come
| back to when I just want to jump into a game and have some
| mindless fun. I used it as my tool to separate work from home
| when the pandemic started. I'd work my 8 hours then play an
| hour of casual csgo and that helped my mental health a bit.
| climb_stealth wrote:
| Someone else mention Urban Terror [0]. Similar in style to CS
| but fast paced. Also because it's Quake3 based it has all the
| strafe jumping and highly rewarding movement. Haven't played it
| in years, but back then it was good fun. Whilst the aiming
| itself is not necessarily much easier, it is more forgiving. In
| CS you have one encounter and the round is over for you. With
| this I'm pretty sure there are various deathmatch modes and
| much more relaxed respawn rules.
|
| [0] https://www.urbanterror.info/home/
| fly_b0y wrote:
| das gud stuff. man... this game is embedded into my core and
| nature by now. it just transports me to other times. i cant
| really describe it with words.
| JARE_EE wrote:
| This is really dope. Thank you for sharing! :D
| replwoacause wrote:
| I had so much fun playing this as a teen.
| lqet wrote:
| To this day, I still have _exact_ intuition for the time span
| between "Fire in the hole!" and "Boom".
| Zurrrrr wrote:
| Eh, my 'nades would get ya
| hackernewds wrote:
| still have B32, B14, commacommacomma memorized
| MuffinFlavored wrote:
| https://www.purepwnage.com/
| afavour wrote:
| Man, what a trip down memory lane. Learned to fear that AWP sound
| again immediately.
|
| Counter to others I'm actually surprised by how _little_ I
| enjoyed it. I used to play a ton of FPSes back in the day (CS
| betas to 1.6 heyday) then stopped for well over a decade. Picked
| up Call of Duty during the pandemic as a means to stay social
| with friends and told myself barely anything had changed. Boy was
| this a great lesson that things have, in fact, changed a lot.
| epolanski wrote:
| I enjoyed it enough to download Day of Defeat 1.3 again :D
| pezezin wrote:
| DoD and DoDS might be my favorite multiplayer FPS ever. I
| picked up DoDS in my last year of university (2007/08), and I
| don't even know how I could finish my degree. The community
| was absolutely amazing.
| spudlyo wrote:
| I really enjoyed playing Day of Defeat back in the day, but
| now days there is a great WW2 hardcore FPS out there called
| "Hell Let Loose" that is very immersive both extremely
| frustrating and rewarding at the same time. RTS like meta
| game, with FPS infantry squad mechanics, huge emphasis on
| communication and team play, decent graphics, lots of
| attention to little details.
|
| It's not without its warts and faults, but after not having
| played any serious WW2 shooters since Day of Defeat, I now
| have around 400 hours into this game, and am still having a
| ton of fun.
| andrepd wrote:
| COD is a notoriously shitty game. Counterstrike continues as
| cs:go, and it's honestly a superb game (and a superb esport).
| bob1029 wrote:
| IMO, the latest COD is _really bad_ with regard to how the game
| feels to play. There is still some sort of shitty e-sports
| objective that is being optimized for and no one in charge
| seems to care.
|
| If you go back to something as recent as COD Vanguard, you will
| find the gunplay is likely closer to what you recall. I play in
| lobbies like Ship Haus 24/7 to get myself warmed up. It is
| really hard to feel competent dropping straight into a gigantic
| campaign-style map with skilled players scattered throughout.
| nerdponx wrote:
| I recently started playing Urban Terror after seeing it
| posted here. The gunplay, weapon design, and map design all
| remind me a lot of CS as well (I never played Quake 3 so I
| have no reference point there).
| anthk wrote:
| Urban Terror it's like CS mixed with Hollywood action
| movies from Bruce Willis and such.
| RileyJames wrote:
| That's exactly where CS actually came from. The Q2 mod,
| Action Quake2, where every round starts with "Lights,
| Camera, Action".
|
| The developer of action quake 2, Gooseman, went on to
| create CS as a mod for half-life.
|
| Urban terror is the Q3 port of action quake 2.
|
| AQ2 still has a small community of players. I get on
| occasionally for the nostalgia hit. I've never found an
| FPS that's as fast paced and difficult to master
| (movement primarily).
| JamesSwift wrote:
| I only played WZ1, so didn't experience the in-between
| iterations, but the current WZ 2 experience is such a miss.
| It baffles me how that was playtested and no one said "this
| is a massive regression in both fun and functionality". I
| understand wanting to mix it up, but to introduce tedium
| (looting system as designed), boredom (map size + mobility),
| and frustration (ping system / loadout changes / general
| bugginess) seems so misguided. Instead of leaning into what
| made WZ1 a massive initial success (an arcade-style,
| generally high-action BR) and try to emulate what other BRs
| are doing better.... it makes no sense to me.
| bob1029 wrote:
| I think this is at the heart of what is driving me nuts
| with COD lately. I never touched war zone except to prove
| to myself that I hate it. You can still play COD the old
| fashioned way (but even this sucks now).
|
| Either make an arena shooter or make a BR. Trying to make a
| game that fits both genres at the same time is what is
| probably ruining everything. Gameplay that feels good and
| balanced on a 100m^2 map is not going to feel the same on a
| 100km^2 map.
| shapefrog wrote:
| > Picked up Call of Duty during the pandemic as a means to stay
| social with friends
|
| The pandemic had some really good times.
| CTDOCodebases wrote:
| So true. It was like that quote from Bane in The Dark Knight
| Rises:
|
| "Oh, you think social distancing is your ally. But you merely
| adopted social distancing; I was born in it, moulded by it. I
| didn't socialise until I was already a man, by then it was
| nothing to me but BLINDING!"
| [deleted]
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