I won't bore you with the details, but I am sorely disappointed with the way the video's audio turned out. They usually either choke on it and don't pay attention or they run/turn around like chickens with their heads cut off and don't even look at you. Smoke grenades are the payoff - these totally screw up the AI for extended periods of time. Flash grenades are rather useless - even beneficial to the AI! They tend to stun the AI for only a moment before they suddenly gain perfect, almost hacklike aim. Any guard caught in its considerable radius will be gibbed in a satisfying rain of organs. Runners: Their job is to distract you with their invincibility while other normal soldiers step up and kill you as you spray into the lagging/wrong hitboxes of the runner.such cunning on the developer's part.įor the purposes of this campaign, HE grenades were made extremely potent. Para wielders, though, are EVIL - they usually take you down with lightning speed from crazy distances. Both are odd in that they can either kill you almost instantly or let you linger. Machine gunners / Para Wielders: Paras are mobile the former man stationary machine gun nests. Riflemen: These guys are dangerous because they can do actual damage as in multiplayer games, if they hit you in the body your aim will be affected dramatically. Awpers: The laser sighted soldiers usually bad aimers but when they headshot you at the last moment as you round the corner to freedom it's fun.ĥ. Machetes: These guys blindly run at you but do a LOT of damage if they connect.Ĥ. Suicide bombers: Strapped in a belt of dynamite, these maniacal zealots will take themselves out as long as you die with them. Some specific soldiers in the game are FUBARed as far as I can tell. Pretty funny, really - and really random, and led to much frustration, and eventually more of a reliance on the rifles. The dot can be directly on their forehead nothing again and again. Also, sometimes a sniper (scout, mostly) bullet will go through an opposing sniper's head with no damage. For one thing, if the AI is running at top speed laterally to your view you may as well not even shoot at them because bullets won't register on them. They got everything else right, as far as I can tell.Įven with LAN rates (well, we are on our own computer.) the single player AI has some.interesting hitbox properties. Sv_maxupdaterate 100 -> definitely the most important command you can set, followed closely by cl_updaterate 100, cl_cmdrate 100, and ex_interp 0.01. This engine relies on your rates so when you start with default rates.I can only imagine the frustration of the casual player who gets this out of the box and wonders why people take so long to die or why bullets seem to go through people. It would not affect the timing, though, since the larger the skip, the longer the load time goes.Īnother funny thing that VALVe did is neglect to set appropriate rates for both singleplayer modes (the bots and this, deleted scenes). Usually it gets less painful if I play the demo a couple times before recording with FRAPs, but it always seems to miss at least five seconds. They get worse during the demo playback, where it will often skip up to a good 10 seconds of action. The loading times during mini-level transitions are brutal. This is all the more ridiculous when you consider the dilation of the crosshair is correlated with the client's fps the higher the fps, the faster it returns to normal, meaning your ability to reliably and accurately burst and spray gets worse as your fps drops (as an aside, I usually still get 99fps in normal 1.6 CS, although this required many PC upgrades considering how outdated CS really is, this is confusing to me - and if you add a smoke or two it plummets to the mid 60s). After steam, 1.6, and now apparently CZ's campaign mode (with dialogue, large levels, and many scripted sequences) I barely eek out 50fps while recording this speedrun! I got higher on HL2! I remember in 1.5 when I played on a sub-1000 mhz computer with, by today's standard, a bargain bin graphic card and got perfect 99fps even in a field of smokes. It seems VALVe has slowly destroyed the CS engine over the years with bad programming. The fact that I get low frames is strange. Also, unlike in HL2, I do each level single segment, so the loading times and the massive stuttering are very painful. And I know two different companies worked to make CZ, but this is supposed to be VALVe's baby.įor one thing, I suffer similar problems recording here as I did when I did Half Life 2: relatively low frames affect my playing ability along with autosaves (which usually involve a large graphical skip - I can't seem to turn them off like in HL2). Be prepared: most of this will be a rant. Where do I start.? I have so many things to talk about I'm not sure if I can form a cohesive, non-rambling wall of text.
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