in source engine, players get pushed away by objects, is it normal ??

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Somebody on a css server told me it's due to the engine, all other source games including hl2 will be like that, when u got too closed to objects, u get pushed away. I think it's pretty annoying and not realistic, it's worse than getting blocked by a teamate. what do u think ?? is it true that all other game using source engine will be like that ??
 
i doubt they'll do that.. it sure as hell is enoying though... hope they'll take it out with the next update...
 
but why do they make it that way in css ?? it feels like some sort of Newton's physics law where any action will receive an reaction. but that sucks in gameplay.
 
No, the only reason you get pushed away in CS:Source is due to bandwith issues, image the amount of calculations the server would have to do (it would have to be server-side so everyone see's the objects move the same) if everyone on a server could interact fully with objects, latency would go shooting up.
 
It's to make sure that the server isn't overloaded with physics calculations. It's just a bandwidth and processing power saver, to make sure that servers don't lag like a bitch. I'm sure when the SDK comes out people will have the option of making barrels and such in their maps behave in the way they would in real life, it would just cause the map to take a performance hit when played online.

None of the single player games made with source will behave this way.
 
Isnt it the same calculations as if you would shoot the object? Or another object collides with it? I belive it is becouse valve did not want to change the gameplay too much.
 
The physics in CS:S are nothing like the physics in HL2, you will not get pushed about like that.
 
the physics are awesome in hl-2 just look at the traptown bink vid to see gordon push some contaners
 
There are CSS maps (the official ones with "_fixed2" added to the end of the name) that change the physics for barrels, tables, and other large objects to something more like the stuff seen in HL2 videos.
 
Newbie's Journey said:
Somebody on a css server told me it's due to the engine, all other source games including hl2 will be like that, when u got too closed to objects, u get pushed away. I think it's pretty annoying and not realistic, it's worse than getting blocked by a teamate. what do u think ?? is it true that all other game using source engine will be like that ??


No that does not happen to anyone else. Your copy of cs:s must be pooched. Please send me your username and password for assessment. Thank you.
 
The "bounce" is also known as a "push". I think its quite realistic. Lets see one of you push over a barrel like the ones in css and just keep moving straight with it.
 
guinny said:
The "bounce" is also known as a "push". I think its quite realistic. Lets see one of you push over a barrel like the ones in css and just keep moving straight with it.

It's not realistic at all. an empty barrel can be pushed over and rolled around no problem. sure if you ran full steam into an immovable object then you'd bounce off, but if you just nudge something standing still its not going to suddenly generate force and throw you back.
 
Peqkx said:
No that does not happen to anyone else. Your copy of cs:s must be pooched. Please send me your username and password for assessment. Thank you.

hehe nice try

Rocketman9mm said:
It's not realistic at all. an empty barrel can be pushed over and rolled around no problem. sure if you ran full steam into an immovable object then you'd bounce off, but if you just nudge something standing still its not going to suddenly generate force and throw you back.

yeah, that's quite right, but sometime u don't even mean to push it and u just accidentally get too close to the objects, and u got bounced off. Like in the office, i don't see how u can get pushed back by a chair. I got killed couple time like that cuz the chairs block me from taking cover.
 
I wish I could run through file cabinets the way the hostis can. It's funny watching them run down the hall with a file cabinet rolling in front of them.
 
This has been discussed numerous times, it serves to save bandwidth, and keep people form getting stuck. This will NOT happen in SP, and whoever was telling you that was pulling you're leg just to worry you. It is unlikely it will change in CS:S because it really does save the computer from having to calculate force and how far the object will move because you ran into it.
 
I have noticed that since 2 maybe 3 updates ago it isn't as bad..like in office hop up on the desk,

and now you can actually "kick" the phone, mouse,keyboard and radio around a bit..

well you have to get some momentum first...but before, that damn mouse would

kick you and you would have to shoot it to get any reaction at all..most of the

bounce/push doesn't feel as bad as it did..it seems like the objects react more from you than to you now...

except barrels and cabinets..although the push they give doesn't feel as strong now,it is still there
 
Playing some Source and playing with the physic objects. If you notice; between shooting them and them moving is a pause. A pause that is not seen in any of the HL2 videos when Gordon was interracting with his enviroment.
So obviously yeah, I see now that the physic objects lag you down.
 
I think it should be an option for admins to decide whether to use the crappier physics or the good SP one
 
Newbie's Journey said:
hehe nice try



yeah, that's quite right, but sometime u don't even mean to push it and u just accidentally get too close to the objects, and u got bounced off. Like in the office, i don't see how u can get pushed back by a chair. I got killed couple time like that cuz the chairs block me from taking cover.

yeah thats why its annoying in cs:s. i was just saying that that kind of thing cannot occur in real life so its not realistic in game. I often get caughed and bounced around in the piles of rubble on chateau. or on Italy, I'm running down an alley and "NOOOOOO a bucket caught me arge! and get shot in the ass because it held me up from finding cover.
 
Yeah, i hope Half-Life 2 isn't like this. If you think about it, it probably won't be, plus it's going to run a lot smoother and even look better at times for so that CS:S. :)
 
Yeh, I think it's something that's had to be changed for CS:S to deal with the realities of the network environment.

In single player, you're always 0 ms away from the server, but in multiplayer, there's a 20-30ms delay in ideal conditions, but usually more, and you end up with problems like keeping the clients and server and things in sync, and I'd imagine great whacking physics objects could start to behave strangely if people with a 100ms lag started to walk into them with someone else on 50ms trying to push the other way, for example.

The "bounce" effect is probably the best solution.
 
Two different entities. I know it's probably already been said in this thread but just so you guys get it: the current CS:S maps use "prop_physics_multiplayer". Some of the custom maps available use "prop_physics" - they don't have that weird behavior, but brushing against the objects causes problems in internet play. Single player will use prop_physics.
 
Why don't they make the large items (like barrels and filing cabinets) only reactable to grenades and explosions? Source engine has the capability to limit physics interactions. I find it annoying that I can become a human pinball.
 
OCybrManO said:
There are CSS maps (the official ones with "_fixed2" added to the end of the name) that change the physics for barrels, tables, and other large objects to something more like the stuff seen in HL2 videos.


how do you d/l these maps?
 
i think it something to do with the internet multiplayer aspect of source....

-merc
 
i remember gabe saying that in HL2 if you jump on a barrel and walk backwards, you move forward as would happen in real life. thats so cool, i cant wait to play with these physics.
 
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