8/2/2023 0 Comments Counter strike source webThis feature actually divides some scenes within a map (like the buy menu, skyboxes, menus, and other stages), into different individual maps. Well, this isn’t the case anymore with Source 2, as all bullet holes are 3d models carved inside the material you’re shooting at.Įven the bullet wounds on players look gruesome and realistic with 3d depth to each bullet hole, it’s quite gnarly! This has been seen again in Half-Life Alyx while shooting the Combine soldiers or Zombies. In the previous CSGO Source engine, bullet holes were 2d alpha textures that were put on top of the models you shot at. The new Counter-Strike 2 tick rate system works like so: Whenever you perform an action (shoot a gun, move, jump, etc.), the server marks a tick in the timeline, thus excluding the “in-between ticks issue” that has been controversial in the Counter-Strike community for the past titles.Īs shown by 3kliksphilip in this clip, ragdoll bodies will pile up on each other, creating an interesting potential cover dynamic for the tight hallways of Dust 2 and also on other maps.Īs seen before in previous Source 2 games, Half-Life Alyx to be more specific, the new game engine is capable of producing a convincing liquid inside a bottle using a graphics shader, a realistic touch and an update that will be present in CS2 for the Molotov bottle. There are ways to create 128 tick rate servers with a little patience (there are plenty of tutorials out there), but Valve has moved two steps forward with its brand-new tick rate system. It’s a slight inconvenience for casual players and a big-time issue for e-sports and pro players as these small differences can mean the loss or win of a multi-million dollar tournament. For instance, official Valve servers have always used a 64 tick rate per second system, meaning that if you clicked a shot in between these tick rates, it will count and register your shot at the last tick between the two. What is tick rate? Well, it’s a time increment that a server is accounting for while players perform actions in a match.
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