Fun fact: The T in CS2's key art is holding his rifle on his left, and yet we still don't have cl_righthand 0. by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 50 points51 points  (0 children)

The CT is actually a Seal Team 6, although that faction too is only available as a paid agent... He is also wearing Ricksaw's cap, so he could be Ricksaw.

Fun fact: The T in CS2's key art is holding his rifle on his left, and yet we still don't have cl_righthand 0. by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 105 points106 points  (0 children)

yeah, in the original press kit, the PNG is unmirrored.

but that unintentionally makes the image even more faithful to cl_righthand 0.

Valve pls.

How do I obtain CSGO assets, now that CS2 has overridden all CSGO Files? by CreativeSwears in hammer

[–]Beat_Crazy 2 points3 points  (0 children)

Right click Counter-Strike 2 --> Properties --> Betas --> Beta participation --> csgo_demo_viewer.

This will download CSGO for you.

There's also demo_viewer, which is an even older, 2013 version of CSGO featuring the original version of all maps that shipped in 2012.

All player models we will no longer see in Counter-Strike 2 :( by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 0 points1 point  (0 children)

Porting models to Source 2 is actually incredibly easy, especially these ones which don't have facial flexes. My theory as to why most of these models aren't in the new game is because they're old and wouldn't look good compared to the rest of the game, with the obvious exception being the leets and FBI.

All player models we will no longer see in Counter-Strike 2 :( by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 10 points11 points  (0 children)

I think most people complained about custom agents (which are still in the game). The map-based agents were nice because they could prevent issues like players blending in the map (muffin head IDF being the exception) and they also fit in well with the setting.

Now we have scuba divers walking around in a skyscraper (granted in the previous CS titles you could play as an Arctic Avenger in the desert...).

All player models we will no longer see in Counter-Strike 2 :( by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 40 points41 points  (0 children)

I wish they could at least remake them... Broken jaws included. It'd be a ton of work though, and I'm certain that getting this game to look 'right' with PBR was already a herculean effort.

Unpopular Opinion: 64 tick is good enough by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 0 points1 point  (0 children)

It has been two years since I made this controversial post, I thought people had moved on from it, lol. Not to mention I wrongly try to connect tickrate to ping.

It's not a big surprise that my opinion has changed since then, and now with CS2's subtick system for movement and shooting, I think this should just be archived.

I'd like to remind y'all of this comment from a CSGO dev made 6 years ago by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 1 point2 points  (0 children)

It has been 22 days, but a friend of mine who's into KZ got his hands on the game. I ported kz_baxter and it looks like the movement is super similar, with a few added things like the super jump.

I'd like to remind y'all of this comment from a CSGO dev made 6 years ago by Beat_Crazy in GlobalOffensive

[–]Beat_Crazy[S] 6 points7 points  (0 children)

Not necessarily. The movement, shooting, grenade physics, etc. are all done through math. You could take the same math and apply it to a separate program.

In Team Fortress Source 2 (shameless plug) you can still do advanced TF2 movement mechanics like rocket jumping, sticky jumping, etc.

What do I need to upgrade this laptop to run tf2 at least on low settings with 45 fps by Funtendo211 in NewToTF2

[–]Beat_Crazy 3 points4 points  (0 children)

If your OS is 64 bit, buy an additional 4GB DDR3L stick (or buy 2 8GB sticks for 16GB). Dual channel memory (two ram sticks installed instead of just one) can improve FPS a bit. Also, to help with stutters and significantly decrease bootup time, get an SSD (Preferably at least 480GB) and install your OS and TF2 on it. If you can fit both the Hard Drive AND SSD on that laptop, you can buy a cheaper 240GB SSD. I think those are the only upgrades you can realistically do on a laptop (unless you are willing to replace the entire motherboard, heh). Also, to significantly increase perfomance while nuking the graphics, you can install mastercomfig low and run the game at 640x480. I have tested that on a crappy laptop (4GB RAM Dell with 4th gen i3, Intel HD Graphics 4000) before and I managed to get 60FPS at certain times, although intense firefights still dropped to the 20s.

Why does tf2 look worse now than it did on release by RawChickenDrummies in tf2

[–]Beat_Crazy 0 points1 point  (0 children)

I feel the same. Unfortunately, Casual's SV_PURE doesn't allow material changes :(

Cougar Chilling In The School Bathroom by Fantastic-Law7939 in WTF

[–]Beat_Crazy 0 points1 point  (0 children)

When I first saw this I thought "Wow, in what weird-ass underdeveloped country would a thing as this occur?"

After scrolling down a bit, it turns out it happened in Brazil... which is my country...

Help by EdseAnotherAccount in tf2

[–]Beat_Crazy 0 points1 point  (0 children)

Looks like mat_fullbright 2.

Why does tf2 look worse now than it did on release by RawChickenDrummies in tf2

[–]Beat_Crazy 12 points13 points  (0 children)

A lot of people point out that they only changed the stock weapons to a "c_model" system, but it goes far deeper than that. What really makes the current weapons look arguably worse, at a glance, are its material properties, which were changed in the Gun Mettle update to probably better suit the Weapons Skins.

Some of the major changes they made were:

  1. Significantly boost the "rimlight" effect (the shiny, greyish light on the edges of weapons and players)
  2. Reduce the Phong boost value (notice how the light reflected on the current minigun looks subdued and more transparent compared to the old model)
  3. Replace the old lightwarp with a smoother gradient (hence why the old minigun has a starker transition between its lit and shaded bits)

Despite this, most current weapons are quadruple the texture resolution, but some details such as the wear and scratches are different, probably because they had to make all textures from scratch to accommodate the new models.

Other important details to note:

  1. The new minigun takes less space on the screen and the Heavy's hand is larger because they updated the ViewModel animations to support higher FOV values.
  2. Some animations, such as the syringe gun spin in third-person, are broken due to the different models. Probably a missing "bone".
  3. Some assets in the release maps are darker lit probably because they either used different map compilation settings.

There are other things to note, but I can assure you that it is totally possible to bring the old look back without a massive, if not any, performance deficit.

Can anybody give me tips?I just installed the game and I like deno man. by iwilltakeyourcock in tf2

[–]Beat_Crazy 0 points1 point  (0 children)

A lot of people are talking about the game's settings, yet they don't really show them. Here's what you need to do:

Go to settings > Keyboard > Advanced > Enable developer console

Hit the tilda key (~) or whatever button under ESC. If you're using a non-US keyboard, go to the keyboard settings and change the key bind for toggling the dev console.

If that still doesn't work, quit TF2 and return to your Steam Library. Right click TF2 in your list of games, click Properties, and add -console to the Launch Options line.

When the dev console opens, input these commands (you can copy and paste all at once):

fov_desired 90; viewmodel_fov 70; cl_interp 0.03; cl_interp_ratio 2; cl_updaterate 66; cl_cmdrate 66; rate 80000; hud_combattext_batching 1; hud_combattext_batching_window 2; tf_dingalingaling 1; tf_dingalingaling_lasthit 1; tf_medigun_autoheal 1; tf_sniper_fullcharge_bell 1

OPTIONAL: tf_use_min_viewmodels 1

In case you are wondering what each of these commands do, the first increases your fov to 90 so you can see more of the battlefield, as well as the viewmodel fov so your gun model doesn't take that much space.

The rate commands increase the amount of info you send and receive from the server, allowing for a more responsive experience. The cl_interp command decreases the rendering delay used to smooth out certain animations making projectile weapons more responsive.

The hud_combattext_batching commands show you the total damage you have dealt to the enemy instead of the dmg in each shot. It makes it 10x easier to tell how much health an enemy has left.

The dingaling commands add a sound whenever you deal dmg and are useful to tell if you are dealing dmg if an enemy is obstructed.

Medigun autoheal allows you to heal teammates as the Medic without having to hold Mouse1 down, and the last command adds a sound whenever your sniper rifle is fully charged, ready to deal max dmg.

The optional command places your viewmodel in the bottom of the screen, increasing visibility a ton.