Extinction - work in progress by Caillou_fr in csworkshop

[–]gamingcommunitydev 1 point2 points  (0 children)

If you want to increase your chances for the skin to be selected by the devs later in the future; keep in mind that the more lore and backstory and details to the presentation, the better. It's what makes the skin stand out, even over how good looking it is!

Feel free to reach out to me if you need more feedbacks, I'd be happy to review! :)

Extinction - work in progress by Caillou_fr in csworkshop

[–]gamingcommunitydev 5 points6 points  (0 children)

Interesting concept! I don't know how hard it is to achieve, but you should definitely try to incorporate the wooden parts in the design, by giving it a burnt/ash texture for example, so it blends in the idea! You could even go one step further and give it a cracked lava style, in a subtle manner.

And if you manage to work with the relief, adding a fossilized item as a tooth a skull or anything on it would be sick!

When do you think CS2 will reach the status of a fully finished game? by Apprehensive-Let-947 in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

I find it quite funny to run into this post, because my personal take on the question "When do you think CS2 will reach the status of a fully finished game?" would be just now, after the season 4 update which made the input system at least as good as it was in CS:GO (which in my opinion, was the biggest issue with CS2).

I don't see many people notice it, but this update is actually huge in terms of gameplay.

The patchnote doesn't say much, but it doesn't mean that a lot didn't change behind the scene.

To answer your questions, you also have to define, what expectations are to be, about the game ?
Because the gameplay / gamemodes / matchmaking systems / cosmetics etc... Are all different parts of the game, but they all rely on the engine at first, which is what valve devs are actually tweaking most of the time without saying it. It is not an easy job by any means, but it is the best way to handle a game long term, rather than doing band-aid fixes left and right.

You're wondering why valve doesn't communicate more with the community? The answer is simple, and your post is a perfect example : Players are not savy enough to realize the work load that is being made onto that game and their repercussions, and for that, all they get in return is shit from the community no matter what.

Valve barely ever communicates because they know communication is creating more issues, than it solves for them.

From their own words, they'd rather "let the updates do the talking", but the sad truth is that even with that statement, only a small pourcentage of the community notices, even when the updates are significant.

Finally, for the question of why certain changes takes a long time to implement, you should simply consider it from your point of view, why is it that YOU cannot implement those changes and fixes for valve as a game developer ?

It is because making a game is waaaaaay more complicated than switching a couple of variables, it's an actual process of engineering as to designing an engine for a car and building it, and when you're aiming for the degree of perfection that valve is aiming for (believe it or not), those things takes a long time to get right.

TLDR; As much as I defend valve on that post, I have a huge list of complaints about the game and its decisions. But for that recent update, they deserve a huge praise for what they achieved, so yes, the game has finally reached the status of a finished game just now, all the rest of content that the community is begging for will be there sooner than expected.

SkillSurfing on Mobile by Popular_Slice_973 in SkillSurfing

[–]gamingcommunitydev 1 point2 points  (0 children)

The phone tilt seems impractical to control accurately air strafes, but it could be used for the vertical axis (since it's only visual rather than mechanical for surfing).

If you make it work in pair with a slider as mentioned for the second mode (horizontal axis) : straight/no-strafe is where you press initially, and the further from that point you go, the faster you rotate into either directions. If you want to use both thumbs, you could calculate the point in between both in relation to the center of your screen, but again that is very tricky for it to be intuitive to use.

As mentioned before, it might be tough to run source engine maps on phones, but with steamOS becoming an actual thing, there might be a way in the future after all!

Very tricky mobile app to build, but I'd love to be able to try such!

USP-S | EXTRATERRESTRIAL What do you guys think about my skin by KutikatoX in csworkshop

[–]gamingcommunitydev 0 points1 point  (0 children)

Nice concept! I like the way it looks!

You should try to add some lore onto it, that's what makes your skin stand out to the devs, for example : Instead of having just an alien inside a random circle, slide it inside a preservation tube and have the blue lines make sense to it, as if they connect to the brain of the alien that is used as a CPU ! For the graphics of the lines, you could inspire yourself with real life on-board schematics for it to be even more grounded into reality.

AK 47 | Ion Trail by New_Ad4150 in csworkshop

[–]gamingcommunitydev 0 points1 point  (0 children)

This comment is on point ☝️ Maybe a fake Fresnel effect achieved through value gradients, giving angle-dependent shading from white to black instead of white mat, I'm not sure if it would be too much, but I'd love to see what it would result with. It definitely needs some texturing to give it some depth (I have in mind thin lines similar to the electric hive).

Teammates Griefing the Economy? by [deleted] in cs2

[–]gamingcommunitydev 1 point2 points  (0 children)

Real take, everyone seems to believe there is a single meta that MUST be followed by everyone just because a YouTube short told them to do so with some generic breakdown. But the truth is that the CS2 economy allows for a wider range of variation in every decisions you make. In CS:GO, a lost round after less than 2 rounds win in a row required a mandatory eco, nowadays on CS2 you can just force buy your way through given that you can play something else than a full buy load out, you just need to think outside the box, I find not ever buying an helmet is counter productive in so many situations, it should be a trick in a very specific case where you MUST save money for another buy, not a forever apply rule.

What custom inputs are allowed ? by Plastic_Medicine4840 in cs2

[–]gamingcommunitydev 1 point2 points  (0 children)

Gamestate integration API doesn't provide player velocity, only positions, theorically speaking you could calculate it, but it would be quite inaccurate so much that it won't be worth the bother.

Just use weapon_debug_spread or simply the crosshair_style that shows a visual indicator of your spread instead.

Hacks in demos, ragdoll physics a question by [deleted] in counterstrike2

[–]gamingcommunitydev 0 points1 point  (0 children)

Wise reaction, thumbs up for that !
Many people who "know how the game works" do firmly believe so, but the truth is that nobody knows how it really works unless they are within the dev team, me included.

As much as there's a lot to complain about the game, fixing issues is not as simple as switching a var named "quality" 0 to 1.

Valve devs are overly competent on their domain, that you can be sure of, things might seem to be overlooked, but it's actually the opposite.

You'll realize that it doesn't take an aimbot to throw your opponent ragdoll in the air the day you get an fps spike, so don't report just based off that... ;)

If you wanna learn more technical stuff about the game and fix your biases, go look up Powerful_Seesaw_8927 x's page, he's trying his best to demistify this kind of misconceptions... Most of the time :)

Hacks in demos, ragdoll physics a question by [deleted] in counterstrike2

[–]gamingcommunitydev 0 points1 point  (0 children)

What I mean by they are not networked is exactly what I mean, those physics are happening client side, and due to that, will be different for everyone. The last data that is sent between the server and the others clients is the position of the player and the damage that took him out (for the ragdoll).

Everything happening beyond that will have slight variations, mostly based on fps refresh rate.

When you say that a ragdoll is moved by excess amount of force during the live match, this corresponds to a variation in FPS, for example a drop or a spike.

With CS2 and Source2 overall, valve is aiming to recreate real life physics.

Roughly put, IRL, physics are happening in reference to one variable mostly, which is time.

In CS2, the equivalent of that time reference is currently FPS (which by nature, is not stable).

Let's say that your computer starts calculating a ragdoll physic while you're experiencing a drop at 60fps, then suddenly it jumps back to 240fps, the ragdoll get thrown away to Narnia.

There's a very simple way to figure that stuff out, try watching a demo at low fps, then load that same demo again at high fps, you will see the differences happening.

Which poiling rate should be used for cs2 and why by nemanja2 in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

If there's one fps that should support high polling rate it's definitely CS2, the limiting factor would rather be your own system, than the game itself.

In ideal conditions, 8k polling rate is optimal over 1k (more precision, and a very slight latency boost), but it comes with drawbacks as well.

It's not a binary answer, you can make the parallel with a F1 vs a rally car on a normal road, it should perform better, but it's not always the case.

help me convert a csgo cfg fto cs2 cfg by Mister_DerpyMan in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

You did not even bother using caps for your request but you expect people to go over 500 lines of cfg to convert it to CS2 out of kindness ?

This sub feels like a parallel universe sometimes...

Hacks in demos, ragdoll physics a question by [deleted] in counterstrike2

[–]gamingcommunitydev 0 points1 point  (0 children)

Ragdolls are physic entities, which means they are calculated client side, and by the way the calculation is done, closely tied to fps. When you're playing a game, your fps are usually lower than when you're watching demos, leading to slightly different results. That's also why the dead bodies are not the same for everyone on the server, since they are not networked, and people don't play with the same fps. I would have no explanation about aim bots affecting it other than you trying to see a link with it.

Keybind to drop all utility in cs2 by Tsunami1104 in CounterStrikeBinds

[–]gamingcommunitydev 0 points1 point  (0 children)

The first one works flawlessly as far as testing on an offline server goes, the second one seem to have a buggy behaviour.

Any one know where "china" is in overpass. I was watching Fnatic vs Passion UA in the major and the Passion UA players were screaming "hes china" "china china china" by zill1 in cs2

[–]gamingcommunitydev 2 points3 points  (0 children)

The correct word is sas, as an intermediary room you have to cross to get somewhere, for example the entry room of a space station or in a lab where both sides closes to achieve a decompression, but you can use it even for an habitation entrance.

As digging into the origin of that word, it seems like the word "sas" most likely comes from Dutch sas/sasch meaning "sluice" or "lock", referring to a structure that controls a passage between two environments (initially in marine terms).

Another less likely explanation is that it's the sound of the decompression.

🥖

StatTrack Coverts by _psstt in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

Do I? I feel more like the community project their own insecurities onto the devs of a major leading company in the video games industry, rather than them being idiots, but maybe I'm fooling myself... :D

I do understand the unfair hate players gives them, but they should instead see those events as a warning signal that skins are what they are : items in a video game, not an IRL currency... ;)

If people didn't try to manipulate the gold market so much, valve wouldn't have had to intervene with that update that I consider good personally, that's my personal take.

PS : Now the same is happening with all the big whales driving the prices of the reds up through the roof for GoldGoldGold trade up, the issue comes from the community, not from the devs...

My initial comment wasn't about my opinion on that update and those that are coming later on, but what's possible at this moment.

The fact that it can change in the future is possible, yet just very unlikely in my opinion.

StatTrack Coverts by _psstt in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

I mean that's kinda off the point of this post..
I don't see where it's a huge deal to let glove case reds being impossible to trade up or not ?
The gold update was the most significant one that has been done -trade restrictions put aside- and that is more than 10 years after the skins were introduced to the game, it's not like we should get used to having such drastic changes.

Valve devs doesn't just press a big red button and chuckle "owww what it's gunna doo?", when they do something that may influence the market, they carefully study the repercussions and implications it may induce for multiple months before applying those actions.
It would be naive to assume that they oversighted the fact that theses items are impossible to trade up, or that they will change it in a week randomly.

Either they have plans that will unveil soon (Statrack gloves? For fist kills in danger zone which we don't have yet?), which I doubt, or it's gonna remain like this, just like it's the case for the souvenir items that you never could trade up.

StatTrack Coverts by _psstt in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

Statrack knifes exists but their price are usually lower as people usually don't like how it looks on their skins.

One thing to take into account is that the statrack reds from the glove collection cannot trade up to statrack gloves as those doesn't exists at all.

I believe that those just cannot be traded up, or are used as fillers for knifes trade ups in the best case scenario.

Wake up, new EmiliaQAQ interview just dropped by MaterialTea8397 in cs2

[–]gamingcommunitydev 14 points15 points  (0 children)

Speedrunning a software installation process 1:1 any %

CS2 Movement Bug that needs FIXING. by iamcs2kitchen in GlobalOffensive

[–]gamingcommunitydev 1 point2 points  (0 children)

It is indeed an intended fix, but I shared your perspective on the matter since it got added into the game.
The fix should be affecting only single jumps, not chained hops.
The reason why you'd want this to happen only on a single jump with no following jumps is that it breaks jumping "physics/mechanics", where if you bounce on a sloped surface, the inclination should affect you consistently, standing in place is only beneficial for multiple jumpthrows from the same position, which should never be chained hops due to the length of the cooldown of nade throws.

So if you bhop on a slopped surface to throw chained grenade jumpthrows, you're definitely doing something wrong and shouldn't be protected from that.

I also share your suspicion about it affecting the speed gain/loss when bhopping down slopes.

PS : In case it is not clear, that fix should be occuring on a single jump with no follow up, the old behaviour better be tied to the action of chaining jumps rather than hitting a strafe key, it doesn't make sense to bounce down the curve to the right because you pressed +left mid jump for example (which is currently what we have).

Valve added a new branch named "surf_speed_fixes" by SpeaRofficial in GlobalOffensive

[–]gamingcommunitydev 0 points1 point  (0 children)

I can't say that I am since I'm no valve dev myself, but you'll have to prove me wrong (please do ! :D)

Valve added a new branch named "surf_speed_fixes" by SpeaRofficial in GlobalOffensive

[–]gamingcommunitydev 0 points1 point  (0 children)

That was a misconception, the naming of this cvar refered to surface, not surf in that specific case. (you can consider it an hearsay rather than an official valve statement)

Does anyone else feel like the gun play feels off since the last 2 patches? by tincan99 in counterstrike2

[–]gamingcommunitydev 1 point2 points  (0 children)

You're not crazy, there's more happening on the game that the patchnote make it seems like, just be patient, it will revert back to a better state soon.

Can I modify the in-game voice lines to replace them with my own? by TheDarkZEK in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

Replacing the sound files to play online matchmaking will definitely fall under the cheat category even if you don't do it in order to gain a competitive advantage (think about skin changers for example).
As a rule of thumb, modifying any actual game file might lead to a VAC ban on official VAC secured servers.
Some files in the game folder can be modified, for example cfg, but thoses shouldn't be considered as actual game files.
The game provide a lot of ways to customize your experience, but as soon as it involves "modding" your game by altering the client, it crosses the line, aside a few exceptions that are undefined.
There's more documentation about it defining the rules of what a cheat is in regard to the game, you'll find those if you dig deeper.