PC gamers are stupid Created 18 years ago2006-04-12 19:50:45 UTC by Xyos212 Xyos212

Created 18 years ago2006-04-12 19:50:45 UTC by Xyos212 Xyos212

Posted 18 years ago2006-04-13 19:28:48 UTC Post #174126
Uhh.. I just avoid playing with others who turn their gamma way up, instead of going to their playing field.

I don't even care if I get killed a lot or how many kills I make. I just want to shoot some bullets and have fun after a stressful day at work. Nothing more.

[EDIT]: Oops! I didn't notice I just posted in the same thread. Sorry.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 18 years ago2006-04-13 19:46:55 UTC Post #174129
cs players, the majority, are idiots

you cannot debate this fact more than you can debate that soylent green is for the majority made of people
Posted 18 years ago2006-04-14 03:43:32 UTC Post #174163
Heh, can't get enough of that stuff though, can you?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-14 04:23:29 UTC Post #174169
hl2dm is wayyy better than CS because:
1. in cs, the physics are pointless, it creates more bugs. in hl2dm, the physics is integrated into the gameplay and is much less buggy.
2. hl2dm has much less n00bcaeks and i have never heard a mic spammer in my hl2dm'ing life.
3. GRAV GUN!
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-14 06:51:51 UTC Post #174189
Its all based on opinion. If you are a serious player looking for a good challenge rather than a "Lol kil sum ppl 4 fun" (which there is nothing wrong with, in a game anyway) then CS is the way to go. The people who play it arnt idiots, the just perfer a more serious gaming experiance.
Posted 18 years ago2006-04-14 07:21:50 UTC Post #174193
cs players, the majority, are idiots
Couldn't say, that I disagree, although that's not completely true. Some CS players aren't addicted dumbfucks, pushing themselves to the limit, trying to get a better rank on the server.
Most cs players are kids, who can't really understand, why it's much better to use full sentences, instead of shit like 'lol. ill pn u nub!' (yes, some of them say 'pn' instead of 'pwn'. Retards!)
So you can't say that they're idiots. They're just kids.
I know a lot of CS players, that use full sentences and play for fun.
Daubster DaubsterVault Dweller
Posted 18 years ago2006-04-14 07:40:37 UTC Post #174198
I consider all children to be idiots

especially in comparison to my mammoth intellect and undebatable logic and modesty
Posted 18 years ago2006-04-18 11:35:41 UTC Post #174957
hey! Wait till you see the NS servers . American n00bs.They never let anyone be command then themselves , and always say mapping is for n00bs , well BLOODY GAY AMERICAN ACCENTS IS FOR N00BS U N00BS.
I went ramp and got kiked.Wankz!!1
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2006-04-18 11:44:58 UTC Post #174959
[claps]

nicely put my friend... although I don't really play online, so I don't a view either way. However, i do think that the title is a bit harsh...
Posted 18 years ago2006-04-18 12:02:26 UTC Post #174963
and always say mapping is for n00bs
then how do they think the NS maps are created?They just dont appear in a random folder.
:D
Posted 18 years ago2006-04-19 04:37:21 UTC Post #175071
HLDM is a heck of a lot better than HL2DM.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-19 10:49:43 UTC Post #175132
hey! Wait till you see the NS servers . American n00bs.They never let anyone be command then themselves , and always say mapping is for n00bs , well BLOODY GAY AMERICAN ACCENTS IS FOR N00BS U N00BS.
I went ramp and got kiked.Wankz!!1
Calm down and use proper English, ffs.
Daubster DaubsterVault Dweller
Posted 18 years ago2006-04-19 10:52:19 UTC Post #175134
HLDM is a heck of a lot better than HL2DM.
Indeed but I just map for Source because of beauty!
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-19 10:52:47 UTC Post #175135
NS turned into CS with version 3 anyway, they introduced a deathmatch mode fgs
Posted 18 years ago2006-04-19 10:55:58 UTC Post #175138
HLDM is a heck of a lot better than HL2DM.
I must agree. But of course both of them have their pros and cones.
Posted 18 years ago2006-04-19 11:05:09 UTC Post #175148
HL2DM is too easy to the point where i killed an entire clan on my first night playing. Either they were noobs or just plain stupid. Or i had good beginners luck. I stopped playing it that night because i got bored with it unbelievably fast. I hope some amx mods come out for it.

CS:S is pretty cool. But it's just CS with graphics. I didn't find it as awsome as everyone says it is. That, too, i got bored with.

The rest of the night, i spent playing DoD ftw.
Rimrook RimrookSince 2003
Posted 18 years ago2006-04-19 11:06:44 UTC Post #175149
I think that mapping for HL2dm is a lot easier because of props. In HLDM you had to actually work on GOOD brushwork.
Posted 18 years ago2006-04-19 11:11:11 UTC Post #175153
That's why it's more loved by people (some). Also i find it more fun then just placing props everywhere.
Posted 18 years ago2006-04-19 11:46:27 UTC Post #175168
The rest of the night, i spent playing DoD
I love DoD, better than CS
Posted 18 years ago2006-04-19 14:22:04 UTC Post #175223
HL2DM is pretty boring. You can't walk anywhere without getting hit with a stupid barrel (the gravity gun gets boring after a while, just an annoying gimmick). HL2's weapons aren't as fun either, where are the snarks?! Where are good old gauss jumps? It just doesn't feel right playing HL2DM. HLDM is superior by far. I also agree with Rimrook about CS. CS:S and CS are the same game with different graphics when it comes to gameplay. But I still play CS:S instead, because graphics appeal to me, and it plays pretty much identically really.
m0p m0pIllogical.
Posted 18 years ago2006-04-19 15:00:08 UTC Post #175233
Yup, i agree with ye mop.
Posted 18 years ago2006-04-19 15:02:37 UTC Post #175237
Actually, I think CS 1.6 is easier to kill people. CSS has more kickback, and takes longer to recover. I still play CSS though. Fantastic graphics and overall feel!

DOD:Source is pretty cool too. I like the new direction they took it.

FEAR is pretty fun too.
Posted 18 years ago2006-04-19 15:36:43 UTC Post #175274
I also agree with Rimrook about CS. CS:S and CS are the same game with different graphics when it comes to gameplay. But I still play CS:S instead, because graphics appeal to me, and it plays pretty much identically really.
Well, of course, it's the whole point. It's CS 1.6, whatever the fanboys complain, but that... doesn't look like Quake. It's preeeedy and the same game.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-19 15:39:50 UTC Post #175277
I can't remember the hitboxes in CS being as retarded as they are in CS:S... I had a bot nailing me at range with a shotgun when I couldn't hit him with an M4. No, I don't suck that bad. ;)
Posted 18 years ago2006-04-19 15:42:03 UTC Post #175279
Yeah, there quite fucked up. Valve did this to correct lag, but they completely missed the point i think. It interpolates on the last know position between time frames decided on the loss of the incoming packets. even if you have none.
Posted 18 years ago2006-04-19 16:53:19 UTC Post #175323
I can't remember the hitboxes in CS being as retarded as they are in CS:S...
sv_hitboxes 1 Now go play a game against bots. the hitboxes for Source move seperate from the player, its not lag and its not a bug. Its Valve's idea of making the game more realistic(to simulate someone running into a bullet after its been shot or something like that). I've seen videos people people actually killing others without actually shooting the player model because they know where the real hitboxes are. not sure if this has changed as I have enver checked it myself. Pepper says they "fixed it" so I dunno.

I'll agree that most cs players are stupid. Actually online gamers as a whole are just stupid. Anyone who says "rofl you suck look at ur score noob. I'm better than you" deserves to receive a headshot in teh RL.
Try playing a smart game of Natural Selection. It won't happen, it just doesnt work. Then take a look at The Specialists. Role Play mode was introduced and now literally 3/4 of the servers are running this RP mod because none of the server owners seem to realize that all the other servers are exactly the same.
Posted 18 years ago2006-04-19 17:00:28 UTC Post #175325
No, its not fixed, you can even consider it a problem. But Valve made the game this way. Not to make it more realistic but to compensate for the lage with the help of interpolation by its last know postion and coordinates.

TS, i love the teamplay style, but nowadays only ts_lobby is ran except on the trickshot server. Roleplay is crap.

Valve's explenation of the hitboxes:

Lag Compensation
Let's say a player shoots at a target at client time 10.5. The firing information is packed into a user command and sent to the server. While the packet is on its way through the network, the server continues to simulate the world, and the target might have moved to a different position. The user commands arrives at server time 10.6 and the server wouldn't detect the hit, even though the player has aimed exactly at the target. This error is corrected by the server-side lag compensation (sv_unlag 1)

The lag compensation system keeps a history of all recent player positions for a time span of about one second (can be changed with sv_maxunlag). If a user command is executed, the server estimates at what time the command was created. This command execution time is calculated as followed:

Command Execution Time = Current Server Time - Client Latency - Client View Interpolation
Then the server moves all other players back to where they were at the command execution time. The user command is executed and the hit is detected correctly. After the user command has been processed, the players are moved back to their original position. On a listen server you can enable sv_showimpacts 1 to see the different server and client hitboxes:

This screenshot was taken on a listen server with 200 milliseconds of lag (using net_fakelag), right after the server confirmed the hit. The red hitbox shows the target position on the client where it was 100 milliseconds ago. Since then, the target continued to move to the left while the user command was traveling to the server. After the user command arrived, the server restored the target position (blue hitbox) based on the estimated command execution time. The server traces the shot and confirms the hit (the client sees blood effects). Client and server hitboxes don't exactly match because of small precision errors in time measurement. Even a small difference of a few milliseconds can cause an error of several inches for fast-moving objects. Multiplayer hit detection is not pixel perfect and has known precision limitations based on the tickrate and the speed of moving objects. Increasing the tickrate does improve the precision of hit detection, but also requires more CPU, memory, and bandwidth capacity for server and clients.

The question arises, why is hit detection so complicated on the server? Doing the back tracking of player positions and dealing with precision errors while hit detection could be done client-side way easier and with pixel precision. The client would just tell the server with a "hit" message what player has been hit and where. We can't allow that simply because a game server can't trust the clients on such important decisions. Even if the client is "clean" and protected by VAC (Valve-Anti-Cheat), the packets could be still modified on a 3rd machine while routed to the game server. These "cheat proxies" could inject "hit" messages into the network packet without being detected by VAC (a "man-in-the-middle" attack).

Network latencies and lag compensation can creates paradoxes that seem illogical compared to the real world. For example, you can be hit by an attacker you can't even see anymore because you already took cover. What happened is that the server moved your player hitboxes back in time, where you were still exposed to your attacker. This inconsistency problem can't be solved in general because of the relative slow packet speeds. In the real world, you don't notice this problem because light (the packets) travels so fast and you and everybody around you see the same world as it is right now.


Source:
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
Posted 18 years ago2006-04-19 17:36:56 UTC Post #175336
TS, i love the teamplay style, but nowadays only ts_lobby is ran except on the trickshot server. Roleplay is crap.
I completely agree with you. If you ever play TS again look for Vadaka's Tryouts Server or something like that. Its pretty much the only decent server left that doesn't do lobby or role play.
Posted 18 years ago2006-04-20 05:18:38 UTC Post #175469
I have to agree on the hitboxes, but I prefer CS:S over CS. As for HLDM, wait for HL:S:DM. HLDM with Sourcey stuff! Woo!
AJ AJGlorious Overlord
Posted 18 years ago2006-04-20 05:52:21 UTC Post #175472
yes, definately agreed. Source ftw.
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-20 06:10:26 UTC Post #175473
Goldsource has it's old appeal.
Strider StriderTuned to a dead channel.
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