HL2 vs CS:S

cH0WyUNf4T

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So, we've all been playing CS:S to our hearts desire. We've all seen questionable physics and textures that don't really seem up to par. In HL2 whats it going to be like? I've heard someone say that the textures in css aren't really optimal to take advantage of the capabilities of steam since it was pretty much a port, and ive also heard that alot of the physics in css is to conserve bandwidth. for those of you in the know, whats the haps paps?
peace
 
I'm still yet to Play CS:S. I have to wait untill I get my HL2. :(

Ah well I really hope CS:S is still good...
 
I'm pretty confident that HL2 will be a much more refined product, because, yes, it's a port, that and it's needed to be optimized to get maximum multiplayer performance while still looking pretty.
 
Admin_Winnuting said:
I'm still yet to Play CS:S. I have to wait untill I get my HL2. :(

Ah well I really hope CS:S is still good...

same here :sleep:
 
It would be impossible to implement all of the Source features in the CS:S online environment. Simply put, the lag would make the game virtually unplayable.

Consider CS:S the appetizers for the main course that is HL2.
 
Physics are going to be much better in HL2. The problems with it in CSS are intentional - bouncing, unability to throw any object, etc.
 
if hl2 is anything like ccs i will be pissed and wished i bought retail for i could return it :)

css physic are crap, they looked good in the video, but when u play u bounce of tables, wtf
 
cH0WyUNf4T said:
So, we've all been playing CS:S to our hearts desire. We've all seen questionable physics and textures that don't really seem up to par. In HL2 whats it going to be like? I've heard someone say that the textures in css aren't really optimal to take advantage of the capabilities of steam since it was pretty much a port, and ive also heard that alot of the physics in css is to conserve bandwidth. for those of you in the know, whats the haps paps?
peace

The physics in css are not as intensive as in hl2 or controllable due to bandwith. The textures arent really that superb due to performance ratio vs player counts valve had to take into account. Although all the 'extures' in css have some sort of material shader so if you have a dx8/9 class card they should look really really nice. Nothing beats aztecs offset/parallax mapping on the ground.
 
I don't the physics in CS:S are that bad, really. It allows the use of barrels and such to impede enemy progress if used correctly. It just adds another level of difficultly and something else you gotta take into account and watch out for.
 
Physics are hard to place in a multiplayer game. Try single player.
 
Half life2, no way Css is beatin hl2, its just no way
 
CS:S is a port Valve have been working on for about 6 months...where as HL2 has been in develpment for 6 years.(yeah I know they designed the source engine first,but you get my point.)
 
I am really sick of these people thinking that the CSS "bouncy" physics is a bug, or a feature of Source. Can't anybody use logic these days?

Ok, I've had my rant. I've heard that the bouncyness can be eliminated by console, is this true? ( Althrough I still can't get my console to open)
 
The "bouncy" physics are a server setting. The intent is to keep players from knocking over something every time they get near it. This saves bandwidth since it reduces the number of instances of a moving object. The "bounciness" can be disabled by a server administrator, but it would probably increase lag.
 
wtf, i mean

hl2 is sp
css is mp

hl2 is 40h fun, and maybe again 20h in 2 years
and css is 100h fun, well maybe longer, depends on how the community develops.

but i think 1 hour hl2 is funnier than 4 h css oO
 
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