The developer in me find it weird that they didn't make a new database record for this internally.
That's because in previous CS games there's always a chunk of the community that wants to stay behind for whatever reason. Valve doesn't want anyone on CS:GO anymore, so they just updated all copies to CS2.
For what it's worth Dota 2 lives in \Dota 2 beta\ because they didn't want people to redownload the game after launch, and probably didn't want to break things by messing with paths for cosmetic reasons.
"SeniorThesisPresentation_Rev3_7.23.09_finalfinal_ReallyThisTime.ppt(2)" lives on.
The 'steamcmd' tool used to manage servers uses the same IDs.
The configs probably differ, that'll be fun. My client config seems to need updated, it's not executing.
Edit: For those with custom client configs, they used to go here, under the 'Counter-Strike Global Offensive' dir:
csgo/cfg/
They now go here: game/csgo/cfg/Hope it's a nice upgrade for the people who enjoy it! Good to see it has a native Linux build as well (I know all Valve games do, but in my experience native builds don't always work as well as the Windows versions under Proton).
Edit: I installed it and lo and behold they have an option to make aiming a hold vs toggle. Now the only barrier is my incredible lack of talent and skill.
and then there's the teamwork aspect (comms, strats, etc...) aka level 2
and then there's the game sense (counter-stratting, countering opponents bad habits) aka level 3
honestly the wall can be less intimidating if you work on your mechanics (level 1), which is the base of all of this
Oh well!
Mine was more in the area of 5-10 cm for a single rotation (so that I could use just my wrist for movements), which is almost impossible to properly aim with.
The idea is to do movements with your whole arm and micro-adjustments with your wrist. It's annoying and weird at first, but after getting used to it your accuracy gets an order of magnitude better.
Not sure if that's your case, but thought I'd share if others had this problem.
It helps to know rough timings for where conflicts first happen. You can filter out a lot of this posturing by having a sense of where the other team should be, given timing
For example, in B-tunnels on dust2 in CS:GO and 2. With a decent spawn point, the opposing teams meet at the stairs - favoring whoever was slightly closer. It may be best to simply post up, or push through
I've always been a mediocre shot compared to my peers, but my gamesense and calm nature has made me super useful on invitational teams
If you're into it, just work on consistency - the rest will follow
not that I know what other games you've enjoyed
But mastering movement is paramount to having good accuracy
The new grenades work so much better. Smokes can give you a small peek, flash grenades feel more fair, molotovs have the right mix of cluttering the view and preventing progress.
Also love small details lile the shading being very dull during the buy time, and likening up when the round starts.
The game feels very tight, and less likely to rely on exploits ("put the smoke on this pixel and crouch here so you can see them!") than before.
On a minor note, I wish Valve's reporting system was a bit more friendly. They could take some UX lessons or two from Overwatch.
85 GB of free storage listed as minimum system requirement?
Granted, I haven't seriously played any major games for at least 10 years I'd say. My occasional playing is limited in time and scope and usually involves reliving some old titles... is this really a new normal? We're also not talking about a big MMORPG with an incredibly wide world... Counter Strike is still a FPS you play on small maps right?
(edit: I just rechecked to make sure it doesn't say 8.5 GB, which would have also seemed a lot to me... I'm really getting old)
The reason: huge textures, where every detail is unique and that look good up close. Let's say you map the world at a millimeter scale, let's a byte per mm2, 1GB is 1000m2, which is about the size of a typical backyard, small maps are bigger than that, have a bunch of them and you can get to tens of GB easily. Plus textures are not just colors. Normals, material properties, etc... are mapped to textures too.
I don't know how Counter-Strike 2 gets to 85GB, but if you want things to look good up close and avoid repetition you get these sizes. Also, storage is cheap, so if it makes the game look better, why not use it?
Halo Infinite is around 50gb but has compressed textures and audio so it can fit on a blueray disk for Xbox One (the third xbox). It's a very cookie-cutter game and also far far smaller on biomes compared to previous halo games (I think it's only 2-3: mountain grasslands, and desert on a multiplayer map, and interiors if together you want to call them a biome).
PC games will tend not to use compressed textures and audio so the games load faster (they don't need to spend time decompressing) so they can easily reach 85gb. Faster loads is more important in games where there are many matches.
Borderlands 3 and Call of Duty: Modern Warfare are about 135gb.
ARK is about 250gb.
Someone hit me with the trivia: How big was Titanfall 1 initially, with its library of totally uncompressed audio for every localization in the base install?
But, I just installed CS2 and I think it only downloaded about 20GB or so, that maybe decompresses to about 40GB in the end. Maybe someone else can verify what it ended up taking on disk?
I understand you would want to have some leeway so someone playing the game doesn't surpass the 'disk space required' within the first three days just because of a few additional maps/skins/textures downloaded while playing... but over 50 gb of leeway given an install size of 33.6 gb?
Maybe pointing towards something else about gaming I don't understand...
The sequels still sometimes offer cool things. BG3 is a very big change from BG2, as much as Divinity Original Sin is different from Divinity 2. It's not like the Calls of Duty.
But granted, that's an exception. Diablo 4 is a soulless cash grab. Payday 3 was a bust.
But there are still plenty of innovative games these days that create new or hybrid genres. Bridge Constructor. Portal. Slay the Spire. Frostpunk. Guitar Hero. Dead Cell. Firewatch. Braid. Human Fall Flat. Among Us. Superhot. Stanley Parable. Viewfinder. Rocket League. Surgeon Simulator. Overcooked. Soooo much more...
Also I can’t comment much about Zelda but it seems comprable.
Is it? It seems to be ti be building and iterating on games like the Pathfinder CRPGs, Divinity, and older Bioware RPGs.
I wish FF[1] had fared better, but it was too late, especially with TF2 coming as an official title.
There is TF2C[2], but I have yet to try that one. Interestingly, it's still going strong with relatively recent content updates[3]. I'll give it a try, but at first pass, the gameplay appears to deviate too far towards TF2 and away from TFC.
0: https://en.wikipedia.org/wiki/Team_Fortress_Classic
1: https://en.wikipedia.org/wiki/Fortress_Forever
2: https://en.wikipedia.org/wiki/Team_Fortress_2_Classic
3: https://tf2classic.com/Original Team Fortress fork
Any indication of Linux builds being available?
edit: Updated, looks to be the case!
~ $ file -sL '.var/app/com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Counter-Strike Global Offensive/game/bin/linuxsteamrt64/cs2'
[...]/cs2: ELF 64-bit LSB pie executable, x86-64, version 1 (GNU/Linux), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, BuildID[sha1]=108d7ee408eb2e4c1a141bc161d05f1878114cbd, for GNU/Linux 3.2.0, stripped
Awesome, we get Linux on release - but not during testing.Same here, actually - no sound. I don't even see the application in pavucontrol; even though the game sees my devices, it doesn't claim them?
I'm using pipewire for audio so passing `-sdlaudiodriver pipewire` to the game fixed it for me.
Counter-Strike (2000)
Counter-Strike: Condition Zero (2004)
Counter-Strike: Source (2005) (that one is a port to Source really)
Counter-Strike: Global Offensive (2012)
Counter-Strike 2 (2023)
I suppose this is not as bad as Battlefield 1, the tenth game in the Battlefield series... released after Battlefield 2, Battlefield 3, and Battlefield 4.Many years later I tried Hunt Showdown and this is the first time I heard of server side kill resolution. That leads to a insane number of trades where both people die in the game and it also can lead to people killing you after you killed them (that is on your screen anyway).
But what made me really skeptical about this was the how this opens up so much for cheaters, and Hunt did indeed have lots of cheater issues but I am not sure if it was all related to that. I think its more common these days Valorant also has server side kill resolving?
So this seems like a new technique the is like both combined to me but this is just my quick guess, but still this makes me super skeptical because if the client can just claim "I did this at this millisecond" how can the server verify that its all legit?
> to many cheaters to enjoy
Some obvious problems have not been solved in two decades.
I was previously SMFC. People love to call cheats way more often than people actually cheat im that game. People cannot fathom simply being worse, or they cannot emotionally handle it.
No, they should not add kernel level malware to the game.
I am certain of this because I climbed to global a few times, and I was tracking VAC bans in my game history. In the top ranks, every other game eventually had a player get VAC ban days or weeks later. In the middle ranks it was one or more players every game.
However the cheaters bothered me less than having to play the team's therapist in every game the moment we lost one round!
cheating is not trivial problem that hasn't been solved despite decades of research and effort and
that not everything can be done server-side easily
I hope this can be improved on in future updates with CS2.
(I checked in incognito, too).