Counter-Strike 2 – Limited Test for select CS:GO players
counter-strike.net
counter-strike.net
There is still an upperbound where additional granular game states don't occur and that upperbound is based on framerate, afaiu.
We use a similar system in Planimeter Game Engine 2D.[1]
Planimeter engineers are former Source Engine developers.
[1]: https://github.com/Planimeter/game-engine-2d/wiki/Tick_rate_...
I am hoping that a getting started path will encourage new users to help one understand core workflows we've designed for developers, starting with creating entities in a test map, and then updating those levels, and finally, building your own fully-custom features which tie into premade systems.
Otherwise, we wouldn't have written our own engine.
You need an idea of entities or at least some abstraction for a rewind buffer so that you can make calls to some sort of reconcile or predict function.
I don't have an idea of what that looks like in my head. I'd have to think about it. I know it can be done.
We reused the concept from Team Fortress 2, which is when Valve first implemented the concept, I believe. But the idea is as old as when QuakeWorld first came on the scene. I think I remember Carmack specifically talking about how projectiles wouldn't be predicted in his .plan files, but the overall feel would be much better.
https://icculus.org/~marco/quakec/csqc/prediction.html
https://fabiensanglard.net/quakeSource/quakeSourcePrediction...
[1] https://us.forums.blizzard.com/en/overwatch/t/new-feature-%E...
[0] https://old.reddit.com/r/Competitiveoverwatch/comments/6xet7...
To be fair, I think the way SDL hand wave the processing into one lumped Pumpevent is where the blame lies —- it is just a compromise made for the sake of being a cross-platform abstraction so they had to make it a black-box invocation
This change seems arbitrary. In CS3, they could reverse this change and make the case that they improved the atmosphere, and people will agree with it.
https://cdn.cloudflare.steamstatic.com/apps/csgo/images/csgo...
https://cdn.cloudflare.steamstatic.com/apps/csgo/images/csgo...
(The former is CS2, the latter CSGO). In my office, with the sun streaming in through the double windows, with relatively low-gamma, lower-contrast old IPS monitors that don't suck but aren't 4k professional OLEDs, yeah, I absolutely want everything to be bright. It kills the horror-movie feel, where your eyes are at the edge of their abilities, squinting and peering into the foggy shadows for barely-perceptible hints of motion, but if you want to actually see what you're doing you want flattened dynamic range.
If you're not watching on an HDR monitor in a pitch-black home theater, you can't see anything in Batman (2022) or Game of Thrones, or any of the modern "realistic", "gritty," underexposed shows. It's definitely more artistically appealing in ideal conditions, but if you're not going to perfectly recreate the ideal viewing conditions (and crank up the gamma on your display to compensate a bit while you're at it), it's pointless.
I have the same complaint regarding dynamic range with regards to sound mixes, too. I understand that the real battlefield sends soldiers home with tinnitus because explosions are head-splittingly loud. I don't want that realism when I'm in-game, flashbangs should not be mixed in Counter-strike such that their own monitors and headsets/speakers physically incapacitate the players if they turn the volume up to be able to hear the radio commands. When listening to a movie, I usually just accept that I have to turn on subtitles (even though my hearing is fine) and will have to read the dialog if I don't want to wake up my kids with the house shaking when there's an on-screen explosion.
Some audio receivers feature some kind of "baby's asleep" mode that boosts the center channel & vocal-range frequencies while suppressing everything else. Folks who don't want the real Theatrical Experience (which I think is actually most home viewers) probably ought to just leave that mode on all the time.
An alternative for systems without that feature is to just manually boost the center channel.
To be honest, I strongly prefer the CS:GO image. It looks more interesting, with better contrast and a spookier feel to it. It even has details where the CS2 image doesn't, like the grating on the floor on the left side.
The CS:GO version reads more cinematic to me, while the CS2 seems cartoony/gamey even though they might have improved the geometry (I can't tell).
CS2 seems much better on this aspect than CS:GO.
I was about to write this.
I like the improvements, but I dislike that everything is brighter and with less contrast in the examples. The CS:GO environments look more characterful, almost like comparing The Matrix with a greenish tint to a hypothetical Matrix where everything was bright and clean.
I wish they could mix the improvements with the older lights/contrast.
Also to me the smoke looks weird. Maybe real smoke does behave that way, I don't know. But I don't get why it just hangs there like it's an inflated balloon. And I don't get why after moving the smoke with an explosion the smoke reappears magically in that spot.
It doesn't seem like they model air movement, at all, and I don't see how to get realistic smoke without some concept of wind.
How do I gain access to the Counter-Strike 2 Limited Test? Players are selected based on a number of factors deemed important by the Counter-Strike 2 development team, including (but not limited to) recent playtime on Valve official servers, trust factor, and Steam account standing.
How do I know if I've been selected for the Counter-Strike 2 Limited Test? If you are chosen to participate in the Counter-Strike 2 Limited Test you will receive a notification on the main menu of CS:GO.
If you receive an invitation select "ENROLL" and begin your download. When the download is complete launch CS:GO and select the "Limited Test" option to play the Counter-Strike 2 Limited Test.
How often are players added to the Counter-Strike 2 Limited Test? More players will be added to the Limited Test over time. Keep checking your CS:GO main menu to see if you have received an invite.
How long will the Counter-Strike 2 Limited Test last? Counter-Strike 2 is expected to ship Summer 2023.
It's clear at least that they aren't afraid of changing the meta in a rather substantial way -- which is of course dangerous on one hand, since I'm guessing CS is so popular precisely because of its timelessness, but also necessary on the other hand if we ever want to improve upon it.
I think this is actually the key to understanding the significance of CS2. It looks very similar to CSGO. But, in 10 years time, I suspect many major changes will have been made that will distinguish it very much from CSGO, updates that would have been impossible if they'd stuck with the source engine.
Finally we can return to having some colours on ours screens other than dark yellow and brown.
Not sure what it means but it's probably related to the rollback tech in the source 1 engine, which is pretty outdated.
I assume the float they send will have a limit in accuracy however. So really it's not like ticks are 'gone', they're just getting much much smaller.
At the server, client input events exercise some localized net code layer on a purely ad-hoc basis (i.e. serviced in small batches the moment packets are received). Players involved in these interactions could receive immediate updates from the localized, ad-hoc simulation (i.e. "infinite" tick rate).
The global tick is responsible for synchronizing these ad-hoc buckets (i.e. the same player can't die to 2 different kill shots). Rollback would likely be required in some cases, but if the global simulation is ticking at 60hz and the likelihood of a rollback is low, I think it could feel really good.
To my knowledge, the client timestamps their inputs and sends them to the server; the server will then rewind the state of the world to the time of the input before applying it. RTT isn’t an input. Each snapshot from the server includes the server world timestamp of that snapshot; the client will gently lerp its clock to match this per frame.
Source - I’m a COD engine developer the last ~15 years or so.
My info might be outdated, but I've noticed that on asyncronous routes, there seems to be a large bias that's based on on assuming upstream latency == downstream latency. It might just be the clock not getting adjusted (even most NTP imlementations make this assumption), but it also has been since ~T7 that I even checked. Conditioning the network to add ~40ms to downstream latency could actually reproduce this behavior.
People don't really realize how hard of a problem sub-10ms clock sync can be on cursed networks.
Excuse when young: No wonder I suck, I'm competing with grownups with better computers than mine.
Excuse when adult: No wonder I suck, I'm competing with youngsters with more free time than me.
I tried some Aim Practice Maps from the workshop. That helped improve my aim. Don't get that opportunity during the actual game.
I used to play for 30-40 mins a day, that wasn't sufficient time in game to improve. Especially against players who are playing for the better part of a day.
The difficult problem to solve is to find the right space between "Matchmaking results in the most skilled players being at the top of the ladder" and "Matchmaking results in fun matches."
The casual community for any game is much larger than the top-0.1% community, and cares a lot more about the latter than the former.
1. Small pool of active players so queue times could be long
2. They had a "gulf" where you got de-ranked down into lower tiers and it was a lot of good players in the bottom tiers that couldn't fight their way out to higher tiers with possibly equal players.
They fixed 2 with a re-calibrating a few months ago. They have 18 ranks now. I jumped up 5ish with the re-calibrate.
CS:GO usually has 900k players online at any time? Yes not all playing MM but still...
But I guess your point is fair -- it would be much nicer to see bots that cooperate as well as they aim. Would allow much more realistic takeover scenarios to be played.
Offline play with bots lets you control the difficulty. Online play largely does not. Some people just wanna be John Wick for fun.
Like sure a Counter Strike bot can aim better and faster than me. But their positioning and overall strategic gameplay sucks.
What we really want is a cs bot that actually has some tactics, but can also make mistakes. I'd love to feel like I've been tricked by the bot (ie they throw a smoke out a window for no good reason other than now I know they're in the building, so I approach the entrance to the building, only to be shot in the back because the bot has repositioned; it threw the smoke not to occlude, but to bait me), but also feel like I have tricked the bot now and then (ie being able to tell that the bot reasoned fairly well about what I was trying to do, but that I still outplayed it).
The problem is that many military shooters don't (or didn't) have singleplayer, or what they did have was a simple demo for the MP mode. That sucks. I enjoyed the first iterations of the CoD and Modern Warfare titles because they were all about the singleplayer campaign, full of plot twists. I got tired eventually and no longer play any CoD or MW games, but that's a different issue.
If you had very specific periods of time you were interested in, it was even worse. There was a time when there was absolutely no singleplayer 'Nam FPS, only Battlefield: Vietnam, which a- sucked, and b- was multiplayer.
That said, many things make COD less fun to me today than in the past, but the root cause is not having dedicated servers. Running into the same people and actually having that sense of community is completely gone now.
(Yeah, yeah "git gud" etc)
My interest has been continually been drawn to team-based first-person shooter games (like Counter Strike) for their potential in terms of strategy, tactics and team coordination, but the gore is enough to put me off most titles immediately. I can see that some effects like blood stains can form part of the games' mechanics, indicating the direction from which a shot came, but what if one simply does not want to see these graphics? CS:GO doesn't even have an setting to disable them, and this is not unusual in the genre - I hope this sequel adds such an option.
Yes it does.
1. Open up your console by pressing the ` key
2. Type in the following command: `cl_blood 1`
3. Press enter
Hence people making workarounds such as changing movement keys to both move and to execute the command that hides any already created blood (and bullets):
https://steamcommunity.com/sharedfiles/filedetails/?id=23635...
or
https://wewatch.gg/blog/how-to-remove-blood-in-cs-go-binds-f...
I guess these blood splatters will indicate damage. That can be a great gameplay mechanic if I can gauge how much health a person has remaining who I have just shot. And who probably ran away.
I can plan my strategy accordingly.
Good for Richard Lewis who pretty much put his reputation on the line by calling out the fact that the release was coming. [0]
[0]: https://richardlewis.substack.com/p/sources-yes-counter-stri...
I suppose they have to shake up the game a little, but the CS community is very stubborn about change. We'll have to see how they take it.
I think it could be a cool new meta.
Smoke grenades have been a sort of movable one-way mirror for too long; being somewhat counter-intuitive
Just learn from CS:Source and pour more money into tournaments et voilà.
There's only 2,000 hours in an entire year, if you work a typical 9-5 job, 5-days per week.
This would be like play CS as a full-time job for 2.5 years straight.
My understanding is that this is CSGO ported to source 2. I’m not clear on what the differences between the engines are, or if it was a rework of the original engine or completely new.
CS started as a mod so it only makes sense to have tons of cool custom maps
In hindsight, I don’t really regret it, it was probably one of the last times in my life I could procrastinate like that and get away with it reasonably well.
Windows gaming machine: some of my flakiest semesters
Then again, playing it safe because it's a popular competitive game title is probably a good idea and the improvements sound really good! Seems like a great way to modernize the game without changing it too much, while bringing people's items and such forwards.
Is CS truly so good that any change which forces someone to re-learn the ropes is unwelcome? Do they want to keep playing the same game for another decade?
I think they probably want to keep CS at least on core level same for more decades. It has been around this long so something must have been done right.
I know the obvious answer is "well, chess hasn't changed (much) and people play it for their entire lives". And yes, I would eventually find chess boring too!
Chess is the obvious comparison, but also so is any major sport. There hasn't been anything significantly changed about Soccer, Basketball, Baseball, and so on, in a long time as well and most people don't have issues with that. Once you eliminate changing the game rules you're left with only trying to develop your own personal skills.
(CS dropped from 10 bullets to 5)
(Counter-Strike: Condition Zero)
Counter-Strike: Source
Counter-Strike: Global Offensive
Counter-Strike 2
It's all pretty confusing.
Condition Zero (1.7)
Source (1.8)
Global Offensive (1.9)
Counter-Strike 2
CS - 1.5
CS (Steam) - 1.6
CS: CZ - 1.7
CS: Source - 1.8
CS: GO - 1.9
CS - 2.0
Discovering “fun maps” servers gave me a second wind with that game long after I was no longer a twitchy teenager doing 5v5
Jokes aside, Valve does awesome work. Proton alone is a gift. Steam as a platform is best in class.
Valve did an amazing job listening to feedback and supporting their product; I know there are still a lot of people who stick to CSS and even CS 1.6 and I don't mean to de-legitimize their preferences, but today it does seem laughable to suggest that CSGO is just CSS for casuals.
I also disliked the loot boxes and skins. That said, I've also sunk in a lot of time in GO.
So that is a free upgrade after 11 years. How are they suppose to make money?
Edit: Thank you for all the replies. No idea CS GO have loot box and cosmetics IAP. My impression of CS is still stuck in the 1999/2000 era.
It is also amazing how long they kept the game running online. I guess since it is not a RPG there is very little things to store. Keeping running cost low.
Purely from a Graphics POV Source is definitely showing its age. Not that it matters as much for CS players.
Whales bring in far more money than upgrade fees.
Half Life 2
Team Fortress 2
…
If there's a point to my story it's that the beta time is a special time. I haven't ever experienced that feeling in a game since. Physics is just meh these days. You never see those early maps anymore. Make sure to save whatever custom maps pop up in this beta and keep them in a time capsule!
Is this a signal that they will reduce tick rate? Based off what they said, what would the reason be not to?
I’m familiar with tick rate as a user but I’m not sure how it manifests in the code/hardware. Like, if it’s some setting they can easily change or if it’s the consequence of something else. I wonder if they can easily reduce it to lower costs or something.
I wonder how much this is just reframing the concepts though. It kinda seems like they are just increasing tick rate tremendously because the type of system we call tick rate has changed.
I mean, there has to be some interval at which the game is updated right? Wouldn’t that be the tick rate?
The problem with the above is when sub-frame timings matter. What they're doing is being smarter about how they're calculating things.
Eg: A 'naive' approach to movement could be:
forward_pressed() {
moving_forward = true;
}
update_position() {
if (moving_forward) {
pos += time_since_last_update * player_speed;
}
}
But an approach which would improve timings is: forward_pressed() {
forward_pressed_at = time.now();
moving_forward = true;
}
update_position() {
if (moving_forward) {
time_since_pressed = forward_pressed_at - time.now();
if (time_since_pressed < time_since_last_update) {
pos += time_since_pressed * player_speed;
} else {
pos += time_since_last_update * player_speed;
}
}
}
Except things are more complicated as you need to consider exact position someone was when someone else pressed the shoot button, etc.To answer grandparent's question: They'll likely reducing tick rate to save server costs. However they can't lower too much without having noticeable effects for systems which don't account for sub-frame accuracy.
Nits: Above is a simplification and theoretically you could do things differently, but as this is in Source Engine 2, they're definitely using ticks still.
I do not have a ton of CS:GO playtime unfortunately but I do have an assload of CS:Source along with probably even more playing CS 1.5 and 1.6 (started in the early beta days). Also worked briefly as a video game tester and now I do system infrastructure - definitely good at finding bugs and gameplay improvements :-)
I do not have a ton of CS:GO playtime unfortunately but I do have an assload of CS:Source along with probably even more playing CS 1.5 and 1.6 (started in the early beta days). Also worked briefly as a video game tester and now I do system infrastructure - definitely good at finding bugs and gameplay improvements :-)
All kidding aside --
This type of unrealistic smoke adds a new mechanic to the second-to-second gun play, where small mechanics like this can be used to turn the tide of a game by a player simply understanding the game, and how to take advantage of its mechanics, better than other players. Personally, I think "unrealistic" mechanics like this are what make competitive games, well, competitive.
A few patches ago if you had your settings right you would get a competitive advantage on smokes due to the way they were rendered.
This new rendering feels more like Valorant and ultimately for CS players everyone in my playgroup is excited about the new smokes. They seem better to play with
I get most players are still on Windows, but Valve literally have a Linux console, and they've ported essentially all their games to Linux.
If Valve don't even prioritize Linux, why would other devs?
Delaying tests on Linux feels really bad because this means we will unnecessary bugs upon release.
We talk about bad games companies like EA, Blizzard, etc. But Valve is honestly taking the piss as well. They literally do nothing except prey on people with microtransactions/shoving lootboxes & gambling down childrens' throats.
The problem is, they do all the above for pure profit; there's not even the benefit of all that dough funding beloved games sequels or improving their services.
Tbh I'm more excited for whenever the hell the next (source 2) gmod is going to come out.
"Counter-Strike 2 sounds have been reworked to better reflect the physical environment, be more distinct, and express more game state. They have also been rebalanced for a more comfortable listening experience."
I know there's a community server browser, but if I search for UK servers, there's only a couple and they are all empty. What happened? I used to join 64 player university servers and the chat was half the fun. Now it's all Russian language and it feels so lonely.
I think it all got lost in the auto-queue/matchmaking stuff, and it's a shame
Of course with changes there are things that you don't like at FIRST, but you learn to get used to them.
Except for the R8 Revolver in Global Offensive. Of all the realism in this game they put in a revolver where we need to wait to cock the hammer and we cannot keep it cocked. It does NOT make sense at all. Feels like some kind of Gauss gun that needs to charge and shoot at 100%, but if you don't make it to 100% nothing happens.
(And of course it's just nice for as many people as possible to be able to play it)
there are some silly bugs, but over all not too bad so far. can't wait to test myself, but at least the subtick system does not seem that much impressive.
i really hope they optimize the performance a bit as i see people getting signifcantly lower fps than before (i get 400 is still a lot, but we are talking about people getting 600+ in csgo). although staring inside a volumetric smoke does not drop fps like it used to in the current version.
Hope the issue with weapons not being assigned in the right order will be fixed...
I made a bet that they would and my skins have increased about $40k in value over the last two years :P
TF2 when :)
TF3 when?
The page says
> Bring your entire CS:GO inventory with you to Counter-Strike 2
So, that's not ruling it out, right? (Yes, I am aware that this is essentially asking for the money tap to be turned off)
Real gambling is very legal in many EU countries.
Considering it's how this game makes money and it's very effective at that, I highly doubt your wish is becoming a reality.
I actually like how you can trade all the skins with other players, so if you don't enjoy gambling but want the skins there is a really convenient option.
Having all sorts of rainbow, golden skins ruins immersion for me.
Maybe Arma is a better fit?
It’s more colorful for sure but still looks “pale”
Makes no sense to aim at your feet to shoot an opponent after memorizing the spray pattern, or missing an opponent after shooting at them point blank for 3 seconds.
Reminds me of Morrowind: https://www.youtube.com/watch?v=bNXYrAkUntU
source: my CS movement sucks
Something like CS where the TTK is basically instant certainly can't have that, but at the same time I don't think it'd be "patterns" if it was done today. Changing something that fundamental at this point though would probably lose you the scene, as it's just "part of the game" at this point, and if you don't like it there's plenty of other options.
So if the shots aren't randomly distributed in a cone, and aren't perfectly accurate, and aren't a fixed spray pattern...what exactly is left?
Do you play? I do and these new smokes will absolutely shift gameplay and I think towards faster more dynamic games.
No. The Counter-Strike 2 Limited Test is only available on Windows.
I'm sure this will change with an official release though.
[1] https://steamcommunity.com/faqs/steam-help/view/5ED2-ED8E-81...
I was hoping being a seasoned CS:GO player on Linux might bump me into a niche to get a ticket, but alas - Windows only for now
The counter strike player base is really massive.
It's the complete opposite strategy. Do nothing for several years, and then hope people buy it when it comes out.
Garry's Mod was fun because it was silly. It was far from perfect but we were happy putting thrusters and balloons on jeeps and flying around. He's lost sight of that it seems. He wants to build something perfect and I fear that's going to make it a sterile experience.
I think there will be a GMod 2 gamemode that resembles what we remember (balloons, thrusters, etc)
It’s not like Valve makes games anymore.