CS: GO is a good sample of what we should start to expect from a future HL game.
Funny thing is that Dota 2 has cloth physics but in CS:GO it’s missing “_”
More like why would CS:GO need that.
I think having the director from L4D spawn enemies would be cool, it would add replayability and each person would have a slightly different game. And for the cloth physics we could have Alyx’s shirt flapping in the wind :3 .
I’d hope for the gib system from L4D2. Every fucking game should have that.
I sure hope not and I certainly doubt it. CS:GO is actually pretty disappointing graphically. I’m hoping they’ll really go all out with the next HL game’s graphics, maybe even wowing us as much as HL2 did back in its day.
I’d like to see the end of the cube map system. It’s annoying to have your reflections skip. Also, I’d like to see a lot more dynamic lighting and shadows. Whenever Portal 2 used them they looked incredible, now if only more things used them.
If only the world was such a beautiful Utopian paradise
HL2 on 64bit works just fine for me.So does Ep1/Ep2,even source sdk
What parts does you mean? I got access to the beta this friday, played some maps with a friend. Didn’t see much different from CSS except for the new weapons(both new models and some ported from the L4D games), the biggest change I saw was that they ported the L4D breakable doors.
I said that in response to Dotard saying CS: GO is missing cloth physics.
Also, is everyone failing to see that CS: GO now uses real-time cascaded shadow maps for outdoor shadows instead of pre-baked shadows? It’s basically looking a little better than Call of Duty now in that respect.
I agree with everyone who agrees with Fnork and Worfin on this.
I said that in response to Dotard saying CS: GO is missing cloth physics.
Also, is everyone failing to see that CS: GO now uses real-time cascaded shadow maps for outdoor shadows instead of pre-baked shadows? It’s basically looking a little better than Call of Duty now in that respect.
That’s not too much of a win “_”
Actually cloth physics in CS:GO makes much more sense than in Dota 2 where you can’t even see your character properly because there’s no time.
You dont get it. What loose hanging cloth could they use cloth physics on in Cs: go? I’ll answer this for you. There isn’t any. The only thing they could use it for are flags, and even then they could be done with cinematic physics because when the fuck would you be interacting with them?
That’s not too much of a win “_”
I’m only stating facts. The Source engine may have always been more advanced underneath but generally speaking the CoD engine was able to output better looking maps because of the dynamic lighting and shadows in outdoor scenes.
But now that type of lighting was introduced in CS: GO in an even better form, so that bridge has been crossed at last.
Do’h, Quoted the wrong post, ended up with somehow the right answer anyway. Now I’ll have to start up CS:GO just to check those shadows.
Yeah, the lighting improves shittons. The default shaders and map detail is still pretty old school tho.
You dont get it. What loose hanging cloth could they use cloth physics on in Cs: go? I’ll answer this for you. There isn’t any. The only thing they could use it for are flags, and even then they could be done with cinematic physics because when the fuck would you be interacting with them?
To use it on the player character’s clothing ?
Cloth physics are for hanging cloth you fucking idiot. It’s not for shirts and pants and shit.
It’s for Flags, loin cloths, overhanging coats, capes, all that.
For fuck’s sake. If anything, they could use jigglebones for baggy pants, but that’s it.
Cloth physics are for hanging cloth you fucking idiot. It’s not for shirts and pants and shit.
It’s for Flags, loin cloths, overhanging coats, capes, all that.For fuck’s sake. If anything, they could use jigglebones for baggy pants, but that’s it.
Thank you for explanation idiot, because I can’t cross a street without your help.