css & hl2 engine

chriso20

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Just wondered, as im guessing css will run through the hl2 engine, (as cs and other mods do) [meaning you need the hl# engine(s) to run the mods (incl cs#)] does this mean that when we get to play css, we'll have the hl2 engine WORKING and the only thing stopping it BEING hl2 is maps and sounds and stuff? (eg. the stuff not decompiled yet - until you buy and they finish it) ?

(sorry bout the huuuge block - i hate it when ppl do that, its just i couldn't really break it up lol)
 
I think the cs:s one is just a bit smaller for the multiplay aspect.
 
All people taking part in CS:S beta have had the source engine on their PC for ages.
 
switch said:
All people taking part in CS:S beta have had the source engine on their PC for ages.

Bingo.

Just no content or encrypted content.
 
i just found having a working source engine sorta.... risky, saying as no ones paid for anything. Anyways yeah that's answered my Q.

Thanks.
 
Hence the name CS: Source.

HL2 ENGINE = SOURCE :D
 
yes hl2 can run cascading style sheets.

sorry.

CS:S runs on the same engine as HL2. As far as I can tell CS:S maps aren't as detailed as HL2 maps, probably due to multiplayer physics limits. To me HL2 looks better, but thats because its had more work done on the "extras", the actual rendering code (the engine) is the same yes :).
 
Correct me if I'm wrong, but Isn't the executable file for CS:S named 'HL2.exe' or something like that?
 
Wilco said:
As far as I can tell CS:S maps aren't as detailed as HL2 maps, probably due to multiplayer physics limits.
i really hope hl2s textures are more detailed than csss.
 
Wilco said:
As far as I can tell CS:S maps aren't as detailed as HL2 maps, probably due to multiplayer physics limits.
The detail doesn't really relate to physics. Physics are handled by your cpu whereas on-screen details are handled by your video card. MP maps are always less detailed to ensure that rendering the scene won't be a bottleneck.
 
JFry said:
The detail doesn't really relate to physics. Physics are handled by your cpu whereas on-screen details are handled by your video card. MP maps are always less detailed to ensure that rendering the scene won't be a bottleneck.
I think he's referring to the network load that having lots of physics objects would generate. You'd have to keep every client updated with the locations of the objects. Something like that anyway.
 
I believe the physics of larger objects (barrels, crates, etc.) will be handeled on the server side, while smaller objects will be client side.
 
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