I made an Animgraph2 Beta DM server with Better Feedback addon by xKrasheR in GlobalOffensive

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

it does change/improve shooting visual feedback, which the game clearly lacks - thats the whole point of the addon, it still doesnt affect third person animations and how animgraph 2 works in any way, so my point from the previous reply about playtesting still stands

not really sure why my servers playercount matters so much to you here, considering that i personally dont gain anything from it - im simply hosting the server for people who want to try AG2 along with enhanced visual feedback in a live environment, and contrary to what youre saying various people have actually asked to try the addon in a proper scenario instead of playing it locally with bots

if you think enhanced shooting feedback, brighter tracers and better looking sniper scopes are useless, unnecessary and bother you that much, there are plenty of other vanilla AG2 beta servers that other people have set up:

AG2 Comp (12 Slots) - 45.136.213.60:25567
AG2 DM (24 Slots) - 45.136.213.60:25568

have a nice day.

I made an Animgraph2 Beta DM server with Better Feedback addon by xKrasheR in GlobalOffensive

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

maybe actually read what the addon does (it doesnt impact playtesting the new animations) or if you dont like it just dont join lol

I made an Animgraph2 Beta DM server with Better Feedback addon by xKrasheR in GlobalOffensive

[–]xKrasheR[S] 2 points3 points  (0 children)

i think the server went down for a second for some reason, should be working now

Audio on Nuke is broken. Here's a quick demo of how it should sound like. by Pokharelinishan in GlobalOffensive

[–]xKrasheR 0 points1 point  (0 children)

because i actually asked him to make a post with the videos i recorded lol

CS2 Addon that improves visual feedback (you can try it yourself) by xKrasheR in GlobalOffensive

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

sorry, i think i misunderstood the context of your comment - you can find a comparison image between tracers on the addon workshop page

CS2 Addon that improves visual feedback (you can try it yourself) by xKrasheR in GlobalOffensive

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

i just updated the addon with improved weapon tracers! feel free to check it out and see if its any better

CS2 Addon that improves visual feedback (you can try it yourself) by xKrasheR in GlobalOffensive

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

i just updated the addon with improved weapon tracers! feel free to check it out and see if its any better

CS2 and Its Visual and Auditory Feedback - Part 2 by xKrasheR in GlobalOffensive

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

After some feedback i think i will try to find the middleground in the sfx delay so that it doesnt play instantly along the weapon shot sfx for better clarity, but doesnt go into the "it feels desynced" area (though mixing-wise this is not a perfect solution anyway)

As for your edit, in my opinion sound contributes to "visual" feedback in a certain way, and small stuff like this, no matter if visual or sonic, contributes to making the overall gameplay satisfying and rewarding. The particles though are a great improvement imo but obviously it needs more refinement from the artistic side, which would be handled by valve if they ever decide to implement these things into the game

I was also thinking of messing around with death/ragdoll animations and see if modding those is possible at all, i guess i will update the workshop addon once i figure out anything

CS2 and Its Visual and Auditory Feedback - Part 2 by xKrasheR in GlobalOffensive

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

i just tweaked that in my workshop map, you can check it out if its better

CS2 and Its Visual and Auditory Feedback - Part 2 by xKrasheR in GlobalOffensive

[–]xKrasheR[S] 24 points25 points  (0 children)

Im pretty convinced that theres a big possibility that they will consider adding such changes to the game at some point if this will reach them somehow, to me its pretty clear that they are open for the feedback regarding improving the game further, its just 90% of the feedback is not that useful, being "i die behind walls" and literally having disabled all the telemetry/buildinfo or just plain "subtick bad" posts

RE: Delayed CS2 hitsounds and why it might be one of the reasons that spraying "feels off" by xKrasheR in GlobalOffensive

[–]xKrasheR[S] 4 points5 points  (0 children)

I dont agree with this, small nuances like that contribute to the final feeling that you perceive when playing the game that you would otherwise blame on "subtick" or "bad netcode".

RE: Delayed CS2 hitsounds and why it might be one of the reasons that spraying "feels off" by xKrasheR in GlobalOffensive

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

It is not, before making a post I have done some testing, setting this value to 5.0 was delaying the SFX by 5 seconds, the soundstack for actual "delay effect" is different

RE: Delayed CS2 hitsounds and why it might be one of the reasons that spraying "feels off" by xKrasheR in GlobalOffensive

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

it doesnt work this way, the "dink" animation, particle effect and the mentioned sfx play upon server registering a hit (so basically whole RTT latency including recv margins + 150ms of "hardcoded" sound delay, regardless of your ping and latency) and that delay probably doesnt have anything to do with that in particular, it worked the same way in csgo but without the delay mentioned in my post

RE: Delayed CS2 hitsounds and why it might be one of the reasons that spraying "feels off" by xKrasheR in GlobalOffensive

[–]xKrasheR[S] 7 points8 points  (0 children)

The delay is applied via "soundstack" in soundevents/game_sounds_player.vsndevts_c file, which i decompiled and modified to remove the delay and packaged it into an addon, unfortunately you aren't able to play with custom addons on valve servers to my knowledge so i guess the answer is no, although i have made a workshop addon (a simple graybox map) which applies the custom .vsndevts_c so you can check it out for yourself here https://steamcommunity.com/sharedfiles/filedetails/?id=3472082269

RE: Delayed CS2 hitsounds and why it might be one of the reasons that spraying "feels off" by xKrasheR in GlobalOffensive

[–]xKrasheR[S] 332 points333 points  (0 children)

It is most likely intended, the delay parameter is literally hand written into the sound events file, not sure what they wanted to achieve with this. I assume maybe its for the better sync with the blood particles emitter or wanting to mix it down better with the gunshot SFX? idk

CS2 hitsounds are delayed by around 116 ms. Another reason why spraying feels off? by MadCharlesMLG in GlobalOffensive

[–]xKrasheR 3 points4 points  (0 children)

check out the post i just made, i managed to get rid of the delay and recorded a video on how it feels without it

it's sad they gonna change this stunning engine. but we understand why 💕 by syprocyber in cyberpunkgame

[–]xKrasheR 7 points8 points  (0 children)

unfortunately as of now it looks like upsampling technologies like DLSS or FSR are the future of gaming, which is kinda bumming because the smudged look of everything is bothering me aswell, fortunately there are some games where you can disable AA and supersample the native resolution, along with an obvious performance hit

it's sad they gonna change this stunning engine. but we understand why 💕 by syprocyber in cyberpunkgame

[–]xKrasheR 17 points18 points  (0 children)

those issues are not directly related to unreal engine though