On June 15 2015 22:36 BeeLz wrote: 1.6 netcode wasn't better than cs go, not even close.
Somehow 1.6 was way more on point though and didn't have this whole hitbox/model sync issue, at least not to this extent.
I disagree.
Hitboxes were a lot bigger and a lot less precise in 1.6 which might let it look like it was more on point but there were plenty of issues with the netcode.
With the correct rates and interp with perfect ping the netcode was okay but online you never got that.
When you played with ex_interp 0 ( 1/cl_updaterate ) and other people played with updaterate lower than yours they actually warped like they are playing with 300 ping, making the game unplayable and people hard to hit. When you played with ex_interp 0.1, something many people did because of the previous issues the hitboxes were lagging quite a bit behind the models. You'd constantly get shot while being already behind a wall.
Hitboxes while crouching or when shooting in the back of someone weren't lined up with the models either.
And this was only in the last few years of 1.6, in the early years and the versions before interp was an even bigger "issue", heck noone actually knew the right settings, some leagues enforced 0.1, others 0.05, other 0.01 etc.
for example
I feel it's a bit of misplaced nostalgia, you see these video's being posted of an awp shot not being registered like once every month and a huge deal is being made of it. In 1.6 that happened 10 times every war without people making a fuss about it. Mostly because people knew reg was flawed and coverage was much smaller, and hltv demo's were usually shit either way.
At least that's what I remember from 1.6, if I had to choose 1 thing that improved from 1.6 to csgo I would say the netcode without even thinking twice :p
that video isn't 1.6 i don't think and if it is, it is super early 1.6
EDIT: nothing better than global and supremes calling you a cheater lol... Some fucking people
On June 15 2015 22:36 BeeLz wrote: 1.6 netcode wasn't better than cs go, not even close.
Somehow 1.6 was way more on point though and didn't have this whole hitbox/model sync issue, at least not to this extent.
I disagree.
Hitboxes were a lot bigger and a lot less precise in 1.6 which might let it look like it was more on point but there were plenty of issues with the netcode.
With the correct rates and interp with perfect ping the netcode was okay but online you never got that.
When you played with ex_interp 0 ( 1/cl_updaterate ) and other people played with updaterate lower than yours they actually warped like they are playing with 300 ping, making the game unplayable and people hard to hit. When you played with ex_interp 0.1, something many people did because of the previous issues the hitboxes were lagging quite a bit behind the models. You'd constantly get shot while being already behind a wall.
Hitboxes while crouching or when shooting in the back of someone weren't lined up with the models either.
And this was only in the last few years of 1.6, in the early years and the versions before interp was an even bigger "issue", heck noone actually knew the right settings, some leagues enforced 0.1, others 0.05, other 0.01 etc.
I feel it's a bit of misplaced nostalgia, you see these video's being posted of an awp shot not being registered like once every month and a huge deal is being made of it. In 1.6 that happened 10 times every war without people making a fuss about it. Mostly because people knew reg was flawed and coverage was much smaller, and hltv demo's were usually shit either way.
At least that's what I remember from 1.6, if I had to choose 1 thing that improved from 1.6 to csgo I would say the netcode without even thinking twice :p
that video isn't 1.6 i don't think and if it is, it is super early 1.6
EDIT: nothing better than global and supremes calling you a cheater lol... Some fucking people
On June 15 2015 22:36 BeeLz wrote: 1.6 netcode wasn't better than cs go, not even close.
Somehow 1.6 was way more on point though and didn't have this whole hitbox/model sync issue, at least not to this extent.
I disagree.
Hitboxes were a lot bigger and a lot less precise in 1.6 which might let it look like it was more on point but there were plenty of issues with the netcode.
With the correct rates and interp with perfect ping the netcode was okay but online you never got that.
When you played with ex_interp 0 ( 1/cl_updaterate ) and other people played with updaterate lower than yours they actually warped like they are playing with 300 ping, making the game unplayable and people hard to hit. When you played with ex_interp 0.1, something many people did because of the previous issues the hitboxes were lagging quite a bit behind the models. You'd constantly get shot while being already behind a wall.
Hitboxes while crouching or when shooting in the back of someone weren't lined up with the models either.
And this was only in the last few years of 1.6, in the early years and the versions before interp was an even bigger "issue", heck noone actually knew the right settings, some leagues enforced 0.1, others 0.05, other 0.01 etc.
I feel it's a bit of misplaced nostalgia, you see these video's being posted of an awp shot not being registered like once every month and a huge deal is being made of it. In 1.6 that happened 10 times every war without people making a fuss about it. Mostly because people knew reg was flawed and coverage was much smaller, and hltv demo's were usually shit either way.
At least that's what I remember from 1.6, if I had to choose 1 thing that improved from 1.6 to csgo I would say the netcode without even thinking twice :p
that video isn't 1.6 i don't think and if it is, it is super early 1.6
EDIT: nothing better than global and supremes calling you a cheater lol... Some fucking people
Cause it's 1.5 or earlier.
Ok, I just don't know why he is down talking 1.6 but uses evidence from a different game.
... Wouldn't different patch versions of the same game have very similar netcode. I wasn't very old but I only remember the big changes in the patches like maps and weapons.
I don't doubt the similarity in netcode. Just saying he was using 1.5 gameplay instead of 1.6. The guy who uploaded the video probably thought it was 1.6.
Netcode wasn't changed until a few years into 1.6 and even then the only relevant change was the change to ex_interp which most people didn't use because it was unplayable when people weren't using the correct rates.Playing with standard interp 0.1 had exactly the same effect as 0.05 in the earlier patch. Hitboxes lagging behind the models.
For the majority of cs 1.6 and earlier version netcode was a mess and hitbox problems were a lot bigger than in cs go. It just didn't get highlighted that much because there was barely any coverage and people knew the netcode was shit. Unless you had perfect servers with everyone having perfect settings registry was horrible and random most of the time, hitboxes were 10 times as big though. Either way, being able to change client side settings/netcode to gain an unfair advantage was a big flaw of 1.6.
On June 23 2015 23:03 amazingxkcd wrote: Im still confused on what the lines are supposed to mean and how am i supposed to visualize it
Lines are supposed to be the possible entrances to each site. In the D2 example, Top left/right corners are the bombsites, and the lines are how to get there.
Middle lines that connect to the side are for lower B and cat walk. Outside lines are B tunnel and Long A. Middle line... is mid...
Hard to imagine at first until I figured out what map was what.
When I started up my game today, it says the the client requires an update and to restart, but there is no update according to steam. Is anyone else having this problem? Is there a way to manually patch it, or something?