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
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
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.
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.
Funny enough, my semi-pro career (I made $60 total) ended when I abandoned my surround sound when moving out in undergrad.
I should check that it's available in historical repositories and if not, see where I can send it for posterity.
I haven't thought of Ventrilo/Teamspeak in years...
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.
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.
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.
We had teachers who'd let us stay in the classroom over breaks to play the game, lol.
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.
It feels like custom maps aren't as big a part of gaming now days for some reason
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.
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.
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.
* 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
Like any game, you get huge value out of slight advantages when you get to the more high level skill.
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.
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.
Edit: It looks like it has a notification to use C while in windowed mode
I remember I got it for GMod, and played it out of boredom one day and I ended up loving it!
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.
FYI there are AMA thread from makers of it on Reddit somewhere.
A quite fun read.
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.
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.
¹ https://i.imgur.com/JKzbRTV.png
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
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.
Steam version has around 14k players right now.
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.
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.
I was an avid CS 1.5/1.6 player in the early 2000s. This is def a bookmark!
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.
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.
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
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.
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.
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.
https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEve...
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.
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.
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".
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.
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.
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?
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.
Not really a coincidence and that's not the only scenario where it's preferable to have a dedicated command key
I would have thought video games wouldn’t have more latency than audio production software.
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.
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...
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.
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
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 ...
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.that's CUA. Which is a much nicer and saner standard than Emacs/Vi keybindings.
Really cool in gun game. Also, the vehicle maps were a blast :)
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).
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.
Without a clear expression of threat, I don't think simple mapmaking is sufficient grounds for a terror threat charge.
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.
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.
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.
I still have it, you can view some screenshots and download the bsp here: https://gzalo.com/en/projects/cs_electronicaort/
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.
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...
> 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.
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.
Team Fortress 2 is still alive and well
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.
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?
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.
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/special/...
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.
[0]: https://gamesbustop.com/ps5-games-that-supports-keyboard-and...
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
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.
"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!"
edit: Try in Chrome, it is decently playable and has sound, it doesn't work in Firefox.
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.
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.
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/index.ht...
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).
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.
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.
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.
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.
I miss those times a lot.
I played CS 1.6 on a Pentium 1 133mhz processor and no discrete gpu and it worked fine, though I did eventually get an athlon xp 1700+ and geforce 3 ti 500.
The game ran on practically everything.
The current focus is on the Unreal Engine (4.24, 4.27) and UE5 support which is coming later this year. Other engines will follow such as Unity, Godot, Open 3D Engine, and custom engines we can provide porting for on our paid plans. We're building out a WebGPU backend for UE5, to really enable high end desktop and console quality games in HTML5.
Further reading, with demos attached:
When games are a single click away, no dedicated client or launcher download required.... anyone can be a gamer.
PC Bang in Columbia MD circa 2006! $3/hr. Spanking fresh GeForce 7900s.
Starcraft was really why every one showed up though ;)
Well. We only ended up playing with them a couple of times, because it ended up feeling uncomfortably gruesome - shooting and and killing your friends in cs_italy or whatever.
Mapping out familiar buildings and locations? A much less traumatizing use of time and resources. Kudos.
Scary.
I've joined cyber cafes and made life-long friends that last till now, travelled to different countries to play against other teams and won tournaments nation-wide when the main prize was a can of beer and a motherboard.
We used to pick-up our keyboards, discuss mouse DPI and how it influences aim as well as trying to figure out whether 640 or 800 was the best resolution.
I am glad that this game was made, such nostalgia!
Also if someone wants to go down the memory lane remember the golden age of CS movies? Annihilation?
I was never that good a mapper but it got me into computers in general.
If I had never discovered Hammer Editor on one summer afternoon in 2008, my life would be SOOOO different
Mediocre mouse or whatever keyboard aren't the only issues I guess. You have to analyze everything about yourself properly to determine when you need a better mouse or not.
People just don't understand how good reaction times are for teenagers - even in your twenties it's already getting worse!
I was the original mapper for the Day of Defeat team. It was quite a ride to go from a bunch of strangers making a mod for fun to working with Valve.
I haven't played it in ages, but do sometimes think about going back into map making just for fun and maybe more as artistic expression. Always that temptation to make something neat looking, but not very performant.
I don't see any modern tools that are nearly as accessible.
In the end Valve supported CounterStrike whilst ID software did not support mods at all for their platform which in turn sealed the fate for Actionquake2. There was attempts to port it to Quake3, but the gameplay never compared.
Some of the same people were behind Actionquake2 and Counterstrike and there's an argument to be made that AQ2 was the proto CS game.
Run a monitor at 60Hz. Run whatever FPS locker you want (whatever the game has built in, RTSS, etc) at 60FPS then run with the frame locker removed but vsync on. The average person will notice the huge difference. It will be impossible to aim on the latter without getting used to it, and even then you'll still miss lots of shots that you know you should have hit.
I loved Overwatch for the first few years.
Valorant initially disappointed me because I wanted a better Overwatch, but Valorant was a better Counter-Strike mixed with Overwatch. CS:GOverwatch, if you will.
I rapidly fell in love with it and had lots of fun. Unfortunately an IRL injury to my wrist stopped me enjoying it for a while, until I started playing with a vertical gaming mouse. I still have less mechanical skill than I started with, but it was really fun.
Valorant is Free-to-Play (with no pay-to-win crap or loot boxes). Very much worth giving a try.
> [1]
They got Freesync having less lag than no synchronization which means their measurements are likely wrong.
> [2]
All the lag can be calculated on paper, why do they need an empirical study? Their definition of triple buffering is one of following: One is FIFO, used by Microsoft, which causes even more lag than just double buffered. The other is some obscure mode I barely even remember that is incorrect because it drops or doubles various frames.
Those prefixes indicate the map mission type, not a style. "de" indicates a demolition or defusal mission. The actual official map name is what's after the underscore. I think there were only those and the "cs" "counterstrike" hostage maps at the start.
It’d be nice to see that again now…
> LED
It's actually still an LCD. The manufacturers calling them "LED monitors" is a scam, they just changed out the backlight from CCFL to LED, and it has little to no different characteristics, visually. They actually made billions of dollars from that scam (as in, people straight up buy it thinking it solves viewing angle shift) and nobody noticed, it's pretty funny.
99% of the time a game after 1998 or so says "vsync" it means double buffered vsync, so I'll explain that version.
Let's say the game renders frames instantly.
Without vsync but locked at 60FPS, an input can take up to 16ms to cause an effect on the monitor because the game loop only applies and renders pending inputs once every 16ms at this framerate. Each input will have between 0ms and 16ms of lag.
In double buffered vsync at 60Hz, its the same thing: the game loop applies and renders pending inputs once every 16ms. But now the frame is not shown on the monitor right away. Instead, the loop waits for the monitor to be ready. And because the loop will restart right after that, this wait will always be another 16ms. Each input will have between 16ms and 32ms lag.
Of course if your render takes more than 16ms you will have more issues, but that's not the problem here. Even with a computer that renders instantly, the lag will be too much.
And yes this will be on top of the already existing lag of the game and peripherals.
I don't understand how you get 48ms. If I have a mouse with 4ms of lag, it will just add a constant 4ms to the total making worst case 32ms + 4ms. I did think it was 48ms at some point but now I think I just imagined it.
Logically, it's affirming the consequent.
I didn't like playing with people who were too much focused on killing+owning/taunting other players though, it was (and still is) my limit.
There are many players that play "cs_" maps where you're technically supposed to be grabbing hostages and returning them to the spawn zone, but many players chose to play those maps in a different style where they just eliminate all the other players or run out the timer.
Likewise on "de_" maps you're supposed to plant the bomb, but instead many players choose to simply use the bomb to pressure (by essentially tricking the enemy into thinking you care about the bomb) people into situations and trade out kills.
I took this famous screenshot that was subsequently used in several advertisements for the game: https://cdn.discordapp.com/attachments/672345936449634304/77...
Here's one of them advertising a "personal server" on Planethardware: https://cdn.discordapp.com/attachments/672345936449634304/77...
I also found my screen used in an alienware ad, an Xbox magazine talking about Counterstrike, and Gamespy ads. It was wild.
CTL+S -> CMD+S
CTL+W -> CMD+w
CTL+q -> CMD+q
etc.
it's basically the same list, on a different key, which doesn't really change anything.on Emacs it's only a matter of remapping those keys, if someone wanted to one could easily do it on every system. I've been forced to use Windows lately and thanks to Microsoft Powertoys I've remapped all the relevant keybindings to the ones I'm used to.
It took 2 minutes total.
I could have used the windows key, but why? what's the advantage? so that I could play CS online in a browser?
BTW on CS, if I remember correctly, to duck you simply press the left CTL, but in this version the key is C it is also very clearly specified in the help to use CTL only in full screen mode
so the entire thread is based on false information.
Right, because if they couldn't practice on a computer, schoolchildren would have no idea how to get around within their own school.
> Cmd-C in Terminal.app, copies the selected text.
you gotta love Mac users and their cultural bubble
these are non standard keybindings for a Unix shell
so if you are in every other Unix, you have to relearn them
Apple is basically crippling you and locking you in, teaching you the wrong way to do stuff.
It's like learning Italian from Mario Bros and a few stereotypes about gestures taken from American stand ups.
But people seem so happy of their ignorance nowadays that I am probably on the wrong side here.
> in a game, holding down Ctrl could mean crouch/sneak
what happens in a game stays in a game, it doesn't really matter the game has exclusive control of the inputs, they could remap every button to do everything who really cares?
When I'm in VSCode the left mouse click doesn't shoot at anything...
is it an incorrect behaviour?
Some of those things may indeed be a factor in the actual event so it might actually have _some_ merit to bring up but I also probably just described ~5% of kids so it's not at all useful for predictability but it's presented as a "we should have seen it coming" or "why didn't anybody do anything!?".
The violent video games thing is nothing more than a panic but mental health issues and a history of actual violence are the actual ingredients of a mass shooter, it's just not predictive.
I hope that makes sense...
What does that mean? You mean if player A can beat player B 70% of the time, then once player A upgrades his equipment he'll beat player B 140% of the time?
Do you mean that if player A can beat player B 20% of the time, then after upgrading his equipment his win rate will jump to 60%?
Neither of those seems at all plausible, and one is gibberish, but those are the only two ways I can think of to interpret "win an encounter twice as often".
If I mount your head in a fixture and play a sound, you won't be able to place it in three-dimensional space. Only on a 2D plane.
As soon as I let you move your head, you have a much better chance of guessing where the sound comes from.
I've been using Windows for ~10, Linux for ~20, and Mac for 4 years. I've also worked on my own toy terminal emulator and shell. I believe that good design should be recognised for what it is, regardless of branding, and learned from to improve different aspects of the tools we build and use.
I would very much appreciate it if we could continue this conversation without assuming bias or ignorance.
> these are non standard keybindings for a Unix shell
The shell can't interpret Cmd, which is exactly my point. The terminal emulator is able to provide functionality that the shell alone can't (unless the shell takes on some part of the terminal's duties, a la tmux).
> Apple is [...] teaching you the wrong way to do stuff.
What is the correct way to copy text from a terminal then?
I just want to copy text back & forth between a terminal and a browser. I don't want to memorise two different sets of keybindings to perform the same action. I don't care if copy is Ctrl-Shift-C, or Win-CapsLock-2, I just want the key bindings to remain consistent, to reduce mental fatigue.
> When I'm in VSCode the left mouse click doesn't shoot at anything...
If I'd open Counter Strike in VS Code (100% possible, see TFA), then I would 100% expect left click to shoot.
On the other hand, I've had to rebind some of my StarCraft II hotkeys to make them work on Windows, because normally I use Alt+[F1-F4] for setting up camera hotkeys and... Alt-F4 does something special on Windows, that the game can't ignore.
I'd like to point out that "legal" means "not forbidden by law", which in our default-allow mode means "no law exists that prohibits it". This affects both criminal charges for playing CS in a school-like map as well as the behaviour of the school in response to that.
The correct way to assess legality is therefore not "anyone could see" but "is there a law that prohibits it?"
(Note that the hurdle to expulsion may be lower than for criminal charges.)
Moreover, it's not clear that 4 point sources of audio can accurately reproduce real-world effects for the purpose of head movements, either.
I have never, ever seen pings as low as the ones I've seen 15/20 years ago when playing online.
I remember when I played Counter Strike 1.5 or 1.6 on a 10 MBit fiber which was very new at the time and pinging on servers nor far my house (few miles) even sub 10 ms. Those were numbers that competed with lan servers over ethernet.
Nowadays I have a much better connection, and yet, I rarely see myself with such a small latency anymore, it's at least twice that.
One other change I remember is that the AK became a proper sniper weapon. It was a little more uncontrolled pre source.
You have to remember, these kinds of games ingrain heavy habits. You get a feel for various nuances in the game (eg shooting people through a wall, recoil of a certain people). They may feel surface level but it can be jarring when it all gets changed.
I am not at all influenced by the brand.
Windows key was a mistake too IMO (that are two BTW! one emulates the right mouse click).
ALT+space was a perfectly fine combo to press with one thumb (especially on laptop keyboards) to open a menu or the app launcher.
They add nothing to the table, it's just another modifier, they are both seriously inferior to function keys, that Mac tried so hard to remove and failed, because a touchbar sucks compared to a physical key.
Just simple plain HMI since Engelbart proved what computers could do.
> I would very much appreciate it if we could continue this conversation without assuming bias or ignorance.
Being a user and being knowledgeable of what constitute a good input interface are two different things.
If you ask people right now they will say touch screens are great, but they are wrong, physical keys are better, we have senses, if we don't use them, we are artificially making us disabled.
Which is never great.
Devices should enhance our capabilities, not cripple them.
Having to remember hundreds of arcane key combos, spread over 10 modifiers it's the exact opposite of good design.
That's why we invented CUA.
> What is the correct way to copy text from a terminal then?
if mouse is enabled
select with LEFT mouse clicked, paste with MIDDLE mouse click
otherwise
ALT+insert SHIFT+insert
that's legacy though, I agree if you are thinking it, but it's out of necessity, not out of will, that it is better to know what works everywhere.
knowing basic vi will enable you to edit text files everywhere on Unix, Emacs not really, Joe? let's hope it's Linux.
> I just want the key bindings to remain consistent, to reduce mental fatigue.
that's exactly why having CMD, CTRL, OPTION (that everybody else call ALT!) is a bad idea.
Apple is so innovative that they can't let go their original keyboard from 40 years ago.
At least back then the Apple key was the Apple logo, it had a branding purpose.
> If I'd open Counter Strike in VS Code (100% possible, see TFA), then I would 100% expect left click to shoot.
of course. because in that case you would be running CS inside VSCode.
but VSCode could disable overriding what the left click does if they wanted to.
I tried this web CS1.6 and was immediately greeted with "your skill level is too low for this server" :/
They've dug themselves into a hole with the "new operators every N weeks" pattern, but the depth of the game combined with the ultimately mechanical thrill of an FPS is a joy
Command/Apple key on a Mac has always [0] been a 'clover' key symbol, origin story:[1]
[0]: https://oldcraporg.files.wordpress.com/2019/04/dsc_0201.jpeg... [1]: https://www.folklore.org/StoryView.py?project=Macintosh&stor...
That said, the game is a unique fun. I'm glad I chose to participate.
https://www.freney.net/web/?14-LISA-s-restoration-the-keyboa...
this one's smaller but the Apple logo is still visible if you zoom
https://upload.wikimedia.org/wikipedia/commons/b/b9/Apple-li...
Charles Whitman conducted a mass shooting in 1966, and the supplies he hauled along with his guns and ammo were Dexedrine and Excedrin.
Once upon a time, antidepressants carried a black box warning that they may cause homicidal ideations. That's right, not merely suicidal, but homicidal. And many psychoactive drugs actually work to cause the symptoms they purport to alleviate.
It is alleged, perhaps by conspiracy theorists, that pharmaceutical and psychiatric evidence in the Columbine trials was actively suppressed. Who knows?
But it's an interesting synergy that every mass shooting is followed by political calls for "more mental health care" which translates to more budget to put more people on drugs, so if the drugs are causing the shootings, then you have the perfect storm, don'tcha?
Interestingly the Apple III was the first Apple computer with a command/Apple key, which then subsequently appeared on the IIe/IIc/IIIgs so that is the true origin.
NeXT also adopted the command key, which I'm sure was handy when it's OS was adapted into OS X.