Will there be a Counter Strike 2 , when HL2 comes out?

Silent_night

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All those amazing physics and effects that HL2 has would be awesom on a realistic shooter, any1 know if they are gonna work on a CS2 in the Hl2 engine?
 
Im very sure CS2 will become a reality, but not until HL2 is released. It's not in the works atm.
 
Six Three said:
Im very sure CS2 will become a reality, but not until HL2 is released. It's not in the works atm.

Actually they have been working on CS2 for quite some time.
 
And Dod2 most likely.

Try use the search function next time Silent_night
 
Bgesley is right, Valve confirmed about a year or so ago that they were working on Counter-Strike2 (can't remember where I read it) and also that Goose was working on it with Valve.

And for the newcomers who don't know who Goose is... Once upon a time he did all of the coding and most of the work for Counter-Strike. Knowing that he is helping work on CS2 makes me happy because hopefully he calls the shots on CS2 and if things go his way, CS2 will have the same 'feel' as CS1 did, and that would be absolutely mind-blowing. *mind blows up*
 
Eww, CS2, I really hated CS, way to simple for my like.:p

If they make a CS2 I need to personally destroy every copy of it that I can find :O

DoD2'd be nice tho ;)
 
i would love a CS2. hmm wonder if they are gonna make it even more realistic with being shot by 1 bullet and diein. i hate shooting some 1 8 times with an MP5 and they don't die :/
 
Headwires said:
i would love a CS2. hmm wonder if they are gonna make it even more realistic with being shot by 1 bullet and diein. i hate shooting some 1 8 times with an MP5 and they don't die :/
that's what happens when u have helmet and kevlar.....
 
Fenric said:
Oh god I hope not.
why not? once hl2 goes out hl1 will be kinda put aside no? cs2 in hl2 engine would be kewl...i guess...but i cant really see the big diference in cs1 and a possible cs2... OH NO, ALL MY HYPE IS GONE!!! THAT MAKES ME A :borg:
 
CS2 will make competing SO much harder. Now that textures have physical properties then you can really use the environment to your advantage. Like, some guy crouches behind a box, then I'll just shoot the lamp above him and watch him die General Electric style.

I believe I read that gooseman was working on CS2 and a new Mp5 model on csnation. Was a little over a year ago I think
 
bgesley426 said:
CS2 will make competing SO much harder. Now that textures have physical properties then you can really use the environment to your advantage. Like, some guy crouches behind a box, then I'll just shoot the lamp above him and watch him die General Electric style.

I believe I read that gooseman was working on CS2 and a new Mp5 model on csnation. Was a little over a year ago I think
im almost positively sure that u wont be able to electric shock anyone..but i might be wrong though
 
Or you see a guy walking over a rickety looking bridge (Aztec-style). Start shooting the rope at one end, it collapses, taking him and the bridge down.

With physics, the possibilities for awesome multiplayer gameplay moments are endless.
 
whats the big deal about textures having physical properties, it was a misquote and ill explained, all it means is textures make different sounds and different sparks and will generate different looking decails depending on the 'material' its supposedly made of... just like HL1 did.
 
Or you see one of those loong neon light thingies, and shoot one of the supporting wires that it hangs from, and watch it swing into your foes face.

Didnt i hear something about a normal CS port in HL2?

Maybe....both?
 
Wheres the proof that CS2 is definately being developed? Personally I think it would be ok to have a sequal on the source but that would be mainly for the cs nerds. I myself will be playing more sophisticated mods.
 
i dont think cs2 will be all diferent than cs2... maybe some new choices with the physics...but nothing too fancy
 
Fenric said:
whats the big deal about textures having physical properties, it was a misquote and ill explained, all it means is textures make different sounds and different sparks and will generate different looking decails depending on the 'material' its supposedly made of... just like HL1 did.

Well, I'm pretty sure I heard that it also takes material density and material toughness into account...
 
Brian Damage said:
Well, I'm pretty sure I heard that it also takes material density and material toughness into account...
unlikely, otherwise you'd be able to make jello maps and wobbly brushes, which I don't think you can do.. Friction though yeah, cause HL1 had that also, I'd forgotton Friction in my original post.
 
Wobbly brushes? How's that take toughness into account? I meant the "health" of the object (Not the way it breaks, though, I believe that has to be modeled.).

Toughness: How many times you have to shoot it before it breaks.

Density: Probably used in the calculations for floating.
 
Brian Damage said:
Wobbly brushes? How's that take toughness into account? I meant the "health" of the object (Not the way it breaks, though, I believe that has to be modeled.).

Toughness: How many times you have to shoot it before it breaks.

Density: Probably used in the calculations for floating.
oh in that case they had those in HL1 aswell, so still nothing new ;(
 
Yes, but in HL1 they were defined specifically for each object, in the code, weren't they? From what I'm hearing the properties are tied in to materials and textures in HL2.
 
I don't see what the source engine could add to the cs gameplay. Yes, you could add some traps to the maps, but due to balancing and laming problems, that will remain minimal too.
And I don't think vehicles fit the cs style. Maybe they should make an onslaught mode (like in ut2k4) for cs, for the vehicle fanboys and still keep the old cs style gameplay, but for that you don't need Source.
For DoD I see a number of possibilities, DoD probably has the best infantry feel of all games, but imagine adding vehicles to that! You will have BF1942 but WITH awesome infantry 'physics' (unlike bf1942 I must admit as a bf1942 fanboy).
But I would like to see less massive maps than bf1942, keeping the close quarters fighting of DoD. Only one or two tanks per side, which take 3 people to fully mount.
A gunner, a driver and a commander.
 
Brian Damage said:
Yes, but in HL1 they were defined specifically for each object, in the code, weren't they? From what I'm hearing the properties are tied in to materials and textures in HL2.
Perhaps the information is within the .vmt file along with the textures. But it makes little difference on the 'material' what your texture looks like. Just because a texture looks like Brick wont have any effect on it, you'll still have to code it in somehow to tell it what its supposed to be, no way could Source or any engine guess it just by looking at the texture

AFAIK the same info was stored that way in old .wad files. Or something like that, either way its nothing really new, maybe rebadged but its still HL1 tech and not some new Source trick.
 
Well, if the brick material has a set of preset global variable properties (Density, toughness, friction, and, perhaps, elasticity.), then there's no code needed apart from the bit that translates them into physics behaviours.

They way I understand it, giving an object the material property "brick" will cause it to be a dense, tough, non-bouncy object with medium friction. If you give it the property "rubber", then it will behave as a less dense, semi-tough, bouncy object with high friction.

No specific code is needed, the engine just parses the material details and works out how any objects using that material will behave. I think.
 
Brian Damage said:
Well, if the brick material has a set of preset global variable properties (Density, toughness, friction, and, perhaps, elasticity.), then there's no code needed apart from the bit that translates them into physics behaviours.

They way I understand it, giving an object the material property "brick" will cause it to be a dense, tough, non-bouncy object with medium friction. If you give it the property "rubber", then it will behave as a less dense, semi-tough, bouncy object with high friction.

No specific code is needed, the engine just parses the material details and works out how any objects using that material will behave. I think.

I think what Fenric means is that an engine can't look at a picture and say 'ah that's defintely steel, with rust so it has more friction and higher density' and create a texture out of it. You can tell the engine 'this is steel and has high friction and high density and should have sparks when hit' by editing parameters, but that's nothing new from HL.
 
Silent_night said:
All those amazing physics and effects that HL2 has would be awesom on a realistic shooter, any1 know if they are gonna work on a CS2 in the Hl2 engine?
They are going to make CS2 but wont be out during hl2 release...maybe year or couple later
 
PvtRyan said:
I think what Fenric means is that an engine can't look at a picture and say 'ah that's defintely steel, with rust so it has more friction and higher density' and create a texture out of it. You can tell the engine 'this is steel and has high friction and high density and should have sparks when hit' by editing parameters, but that's nothing new from HL.

Well, that's just common sense, then. But from what I've heard of the engine, there are more physical properties (Differentiation between elastic/inelastic collisions, breaking strains, etc.) and they're tied to "material sets".
 
PvtRyan said:
For DoD I see a number of possibilities, DoD probably has the best infantry feel of all games, but imagine adding vehicles to that! You will have BF1942 but WITH awesome infantry 'physics' (unlike bf1942 I must admit as a bf1942 fanboy).
But I would like to see less massive maps than bf1942, keeping the close quarters fighting of DoD. Only one or two tanks per side, which take 3 people to fully mount.
A gunner, a driver and a commander.

March 16th

:thumbs:
 
From the looks of all of those diehard biased CS-haters, this place loses 20 points.
 
Fenric, no duh it won't be able to tell what type of material the texture is, thats not what he's saying.
HL2 doesn't use just textures anymore, there is a set of materials, and each texture has coding already in it to tell it what type of material it is. So if I were to make a texture, I would have to tell it what material it is. There is some more stuff I would like to add but since you are here Fenric, I'm afraid to.
 
i doubt there will be a year between the hl2 release and a cs2 release. all they have to do for cs2 is recompile the game in source(which supposedly is fairly easy... SUPPOSEDLY). and then if they wanna add new maps to take advantage of the physics, then they can do that with patches and stuff, which is fine because steam will automatically upload them to your computer. so, meh. *hopes for cs2 a month or so after hl2*
 
They aren't going to release the game with just the bare minimum, they will have to make new maps, otherwize it won't sell as much. Not everyone relies on patches, you have to have a game that can stand alone without them.
 
And I don't think vehicles fit the cs style. Maybe they should make an onslaught mode (like in ut2k4) for cs, for the vehicle fanboys and still keep the old cs style gameplay, but for that you don't need Source.
you need a new engine ever played any cs maps that have vehicle's in them (starwars) if so you'd know that the vehicles clip threw eachother killing ppl and you'll randomly die just by starting to drive the vehicle or jumping while it's moving

well back on topic there is a candian dateline type report on first person shooters done by shaguar's dad called "first person shooter" that you can dl from several cs movie sites that talks to gooseman and he shows a model from cs2 with a couple animations using realistic physic's. which came out long before valve even announced hl2. i'll get some screens later if i have the time and the mods say it's ok
 
PvtRyan said:
I think what Fenric means is that an engine can't look at a picture and say 'ah that's defintely steel, with rust so it has more friction and higher density' and create a texture out of it. You can tell the engine 'this is steel and has high friction and high density and should have sparks when hit' by editing parameters, but that's nothing new from HL.

Thats exactly what I'm saying, thankyou :)

A pixel is just a pixel, the engine has no way of knowing if a pixel is part of a brick wall texture or a swamp texture
 
Thanks for clearing that up for us. So from what I hear then that any and all textures will have the same parameters of the textures in HL1? "Wood will break like wood, glass will break like glass."

As for CS2 not having much more than CS1, well I think ragdolls and possibly new weapons along with higher graphics and a much more accurate physics engine will create a much more enjoyable playing style. Consider this you've all played de_inferno. At bombsite A lets say you have a Terrorist planting a bomb. You throw a well placed nade

Outcomes:

CS1: He dies right on the spot in his default animation with a nade mark on the ground with the bomb half stuck in a box.

CS2: He either explodes due to the massive shrapnel, or he just flies into the air along with several other boxes that were effected by the blast radius of the box. His body will then bend and conform to the boxes. Some boxes might shatter and splint and there will probably be some blood on the ground where the nade blew up. The bomb will be on a roof sliding down, slowly.
 
bgesley426 said:
CS2: He either explodes due to the massive shrapnel, or he just flies into the air along with several other boxes that were effected by the blast radius of the box. His body will then bend and conform to the boxes. Some boxes might shatter and splint and there will probably be some blood on the ground where the nade blew up. The bomb will be on a roof sliding down, slowly.


and half the server will be going

"WTF lag!!!!"
"LAGZORZ"
"lag"
"you got lag"
"NOOB"
"nade whore"

etc...

:smoking:
 
well the net code in HL2 is going to be better than the HL1 net code

but you forgot

"stupid map"
"ghey"
"OMG LOL11111!!!!11eoneoneoneelvevn
"hax"
 
ok there are kids who play CS who moan complaim spam etc. but there are normal ppl who play! just find a decent admined server! CS can be fun with team work!
 
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