@@CS_Uravity_PRO CS was a *major* cultural phenomenon at the time. They played it in Pakistani al qaeda camps. Osama Bin Laden had a copy. Like one of the last major viral properties of the old world, or maybe the first of the new world. soo cool that it was homemade.
The thing where you spawn weapon-less and without hud is because the Goldsrc engine has 2 modes to start a map, either singleplayer or multiplayer. It's actually derived from how Half-Life handles its Deathmatch component. It's controlled via a console command 'deathmatch '. So if you go in Half-Life and start a multiplayer map via the console like crossfire. you'll also spawn weapon-less and without a hud and you can even find a Barney spawns in the fort.
This also applies to the source engine specifically left 4 dead 2 when you launch game in versus/scavenger/survival/etc, the next time you use the map command it will load the previous mode.
Yeah I just made a similar comment. Some of the OG custom maps for HL took advantage of this and hid singleplayer components in multiplayer maps, like mentioned the Barneys in Crossfire.
The tutorial map is literally my very first ever cs experience, I was like 6 and didn't even speak english back then. So happy and nostalgic to see it again
As an ex pro player, who has started playing in winter '99 and played professionally until 2010, I can explain why you get different sound when shooting near the player, specifically near head. :) In older versions, until 1.5 the hitbox around the player, including the head was in a shape of square. Basically, you would shoot almost half a meter above the head and still make a headshot. Later have made it to be more round to follow the head shape and decreased the borders to be more realistic, but never removed the sound effect. That's why you have a feeling you are hitting a player. :)
I can tell you that they don't use rounded shapes in CS 1.6 - nor have used one square box as hitbox in either CS nor in Half-Life. Rather models contain individual hitboxes for each part, head, upper/lower body, arms, etc. even shoulders, neck and hands. The box you'd see around entities is a boundary box and is sometimes used for collision detection-every entity requires a boundary box to be in world. Only models that don't benefit from hitboxes will use the box for hit detection. Hitboxes has stayed as boxes in all other installments up until CS:GO changed it in 2015. The sound you hear is due to shot prediction that was introduced in the GoldSrc engine a long time ago. This was introduced due to a time where people had low bandwidth (56k modems) which had the unfortunate side effect that you'd have to shoot ahead of a player's head to account for latency. Client-side prediction was added to eliminate this problem and still exists today. It's just that latency is less of a problem and the side effect is still present. The "thuds" you hear are the sounds of the unpredicted bullet hitting a player before the predicted shot is registered. Sometimes the predicted shot registers somewhere else, like not registering a player hit, even though the hit sound was there.
7:50 This isn't a bug, this is just a feature of the engine. The game loads the map the same way Half-Life would, like a single player session. You spawn as a CT becase the CTs use the regular 'info_player_start' point entity, while the terroists use 'info_player_deathmatch'. Starting with Source there would be a dedicated 'info_player_counterterrorist' entity and a Terrorist counter part.
by default when you run a game mp_maxplayers 0, that why you spawn with no hud. when you start game from Create Server - game loading with server settings from that menu.
@@anaselmkadem9838 Except in the Training, the announcer calls it Arctic Warfare Magnum (AWM) ua-cam.com/video/OcrlXGqZ9-M/v-deo.htmlsi=NL3h7Y8-oRj7k2mG&t=274
6:00 This was an issue in CSGO for a very long time too, and it was even exploited intentionally by players after people figured out reliable ways to basically hide your head behind a box while peeking behind it. Valve fixed it shortly after :D
CS_Mansion is rumored to be based on a real police military hostage rescuing mission called Operation Chavin de Huantar that occured on Peru in the 90s. The map shares similarities with the japanese embassy on Peru(where some terrorist group called MRTA took many hostages) for example the secret tunnel that goes behind the mansion, the dog house and the side door that goes directly to the hostages.
Fun fact: All 14 MRTA militants were killed. The success of the operation obscured the fact that most of them surrendered before being executed, but nonetheless it came out afterwards. There are rumors that the only hostage casualty was actually executed by the Peruvian commandos as well, and with the government being helmed by neoliberal dictator Alberto Fujimori at the time, I wouldn't put it past them.
I actually remembered the Training Map. I've bought the DVD of Counter-Strike franchise (don't know whether its pirated/real, but it has CD-Key). And as far as i know, the first time you launched the game. You needed to input your CD-Key.
The sound when a bullet passes close to an enemy is because of your target hearing the bullet "whoosh" near miss sound effect! The thing is, for some reason, you can hear it too!
No, it's actually a side effect of client-side prediction that was introduced back when people had 56k modems. To account for latency, you had to shoot ahead of an enemy for it to register. The client side prediction was introduced to eliminate this problem. Now it's not a huge issue because most people have low latency. The side effect is still present. The thuds that you can hear are the sounds an unpredicted bullet hitting a player before the predicted shot is registered on the server.
I played 1.3 trough 1.6 for hours. The craziest thing that happened to me only twice was the situation where c4 explodes at the same time the CT defuse it. The CT take the round+the money but the T get the full money for winning the round if I remember correctly. the CT who defuse it survives and see everything is exploding lol. It never happened in a tournament that I spectate
I have a physical copy of 1.5, and can confirm the tutorial map. This is btw probably wide known, but you can activate Half Life, Counter Strike and the rest of the gold source games if go to "activate CD key" and enter one of the CD keys for the games. I purchased the HL Opposing Force box back in the day, and it included Half Life, Opposing Force and CS 1.5, each with their own CD key. I used the HL one for myself and gave the other 2 keys to friends. They had no problems with the activation too edit: checked my library, the only exclusion is Condition Zero interestingly enough. The full list of the games it unlocked are: Half Life Half Life: Opposing Force Half Life: Blue Shift Deathmatch Classic Counter Strike 1.6 Day of Defeat Team Fortress Classic Ricochet
I always tried to crack the CD key activation because back then I had no money to buy the game lol, I remember playing cs non-steam and getting some Class C error on some servers
LIES!!! Do you not have Wanted! ??? That game was decent haha F all that other non cs bs. Wanted was western cs lmao. Revolvers and dynamite n shit. I remember getting a few online games in
Before a few months, valve has released a rly good offer at the steam. With a rly low price -like 0.97 cents of euro - u could buy the orange box. This box was included 5 games. Those was Half-Life 2 / Half-Life 2: Episode One / Half-Life 2: Episode Two / Portal / Team Fortress 2. That was a rly good deal!
I mean, T-Pose will trigger when there is an unkown animation. If the game can't find the anim called "switch_to_bomb_while_doing_the_reload_and_no_matrix" then anim will start the T- Pose instead.
@@tarekcat1 Yeap. T pose is the default character model pose. When open CS models in Half-Life Model Viewer you will see, than initially they in T pose as an default pose.
My theory about the misleading 'hit' sound: The game wants everyone to hear the same sound in order to be fair. Also it wants you to know when you're under fire and bullets bearly miss you, so it plays those near hit sounds. Since everyone should hear the same, the shooter now hears near hit sounds, too.
2:30 Ah, that homepage, so nostalgic. When you have to use 'Custom Game' to access other mods like TF, Ricochet, or back to HL. And the keyboard shortcut for each menu works so well.
That was truly truly interesting, i have played this game for so many years in so many different ways but never have I have seen any of the things (except for the matrix jump)
7:17 this bug is related to half-life, since the original game is single-player, when you use this command the engine loads as if it's a single player map, wich breaks the game since is not designed for single player
3:41 I use left handed mode too because my dominant eye is the left. This reason might sound silly, but I remember way back in the days when I changed from right mode into left mode that my aim and my accuracy improved a lot.
The iconic main menu theme (the picture of the two fighters and the music) is the greatest masterpiece that has ever been made by a human since the beginning of history of humanity! I really like it! ❤🙌
Hey man, great video there! Could do one about the different agent skins in deleted scenes, would be cool to see with your style ahhaha... I think I have commented this once before Lele 😎
CS had driveable vehicles back in the beta days. It also had hardware support for EAX and A3D that is sorely missed today. A3D was incredible. True 3D audio.
Damn, that's a hard soundtrack! Jazz jackrabbit 2, Tomb Raider, UT99, and the HL guitar ambience. Props. That said: - anyone who got a retail copy of CS before 1.6, i think most were 1.0 versions and then i think upgrading to 1.5 we lost that training map and other oldschool maps too. I mean, remember de_vegas?
most bolts and ejection ports are on the right side BUT there ARE left handed guns, while more rare, they do exist, im right handed and also play lefty in cs but idky ive been doing it since 1.5, i DID go through the training course, and when the character chambers the m4, he PULLS on the forward assist which is meant to be PUSHED, instead of pulling the charging handle, also the dust flap closes after ejecting a shell which doesnt happen irl
7:30 so in cs, the singleplayer button is hidden from the player but is still functional. if you load a half life deathmatch map with console in half life (crossfire for example) you will spawn right next to the bunker with no weapons or hev suit. this is due to the game not being set to multiplayer so it does not do things like giving you the weapons at the start.
a legendary backsound, some guy in start menu legitly memorable for cs player even you play it free on your dad pc don't forgot to try deleted scene the most funable mission
Hey did you notice when playing the CS tutorial, it had insanely good reverb? That is the Miles sound system :D That old engine before Steam actually had some of the best sound in the industry.
Constructive criticism here: try rising a bit the volume of the game when you stay quite to show the in-game sounds. Other than that great content you just got a new sub
Btw you talked about 1.0 / 1.5 versions but when I was a kid the versions prior to said 1.0 / 1.5 was 7.1 and 6 point something. That was prolly 25 years ago ( I was in 3rd grade when I won a LAN tournament with my cousins)
CS 1.6 requires "deathmatch 1" to work properly. By default the game starts with "deathmatch 0", which is the default behaviour for Half-Life 1 as it's a primarly single player game, but "deathmatch 1" is automatically set to 1 when you join a multiplayer game via the menu, which is why it's usually not seen. This doesn't happen when you start the game via console, but you can write "deathmatch 1" before "map" and it should load the game in Multiplayer mode properly. It's also why the game can be paused by default. GoldSrc in general supports Singleplayer / Multiplayer at once, this is only decided by that "deathmatch" command. The functionality of one of these can be hidden, but not really disabled, and this is exactly what was done in CS 1.6. In Source engine this behaviour is more explicitly split between two different clients, which is why this is not easy to do in CS:GO for example. It's also why Half-Life: Source has a special "Deathmatch" client in Steam Library, whereas "Half-Life 1" does not. Btw main menu in CS 1.6 can be probably changed to work as a single player game if you modify the game UI file to support Singleplayer buttons too.
wow didnt know about the valve guys cosplaying the cs wallpaper and about the RTT and about the T stance matrix jump rest i knew. really great vid and i was surprised about some stuff, mainly becuase i played this game since beta 1.1 about the loading maps via console and only getting HUD+equip when first having connected to a proper match (bot or online), i believe that this is just the mechanic that hl1/goldsource loads mod assets. basically if you start the game and do nothing but go straight to console and load "map xyz" then the engine skips "setting up" the mod correctly. while using the menu will load the mods assets properly. and once you have them loaded the game will use them for further instances you load. a residue of hl1 modification handling so to say.
back then... when you shoot BOT from behind, he keep looking in front of him..move around,move around....when he found you, stare at you for 20 seconds before pull the trigger....😂 ahhh...my first FPS game🥺🥺.. bring such nostalgic memories...
That happens 8:06 because command Map is for single player and changelevel is for multiplayer. They are scprited with differents parameters. Like no hud or the spawn
If I'm not wrong the hit sound comes from the mode hitboxes, but because they probably used hierarchical hitboxes (or hitspheres) for optimization, there was probably a bigger collision object before the main skeleton aligned colliders, so when the bullet entered the root collision it probably generated the sound even if you didn't hit the tight boxes. For the bomb matrix animation you're right but to add more details why it would usually cause it, it's because bomb doesn't have an animation called "reload", so when you're in "reload" animation and switching to the bomb it doesn't trigger a reset like a weapon will do, causing the animation controller to search for the "reload" animation which will fail and will default to the "default" T pose one, or to none which will fail to apply any transformation to the T posed bones.
Dave Riller is in 1990s GSG-9 cosplay. You can tell by the blue overalls, The Swiss PSH-77 Helmet with a German Swamp Camouflage Cover, and the GSG-9 patch which is wierdly blurred in CS
I did not know any of these things about Counter-Strike. That's all interesting! Also, I never thought to myself. I thought you hit an enemy because of the sound cue.
The bolt is still on the wrong side, no matter the viewmodel used . The bolt should be on the left for a left handed person, as you use your shooting hand to chamber a new round.
I do remember those training program maps from counter strike, it was really fun. YES, I am that old! And yes, my country had only pirate copies back in the 90`s and early 2000 ^^
I have a glitch for you in 1.6, if you are on T side in a defuse map and manage to get a shield from the CTs. You can equip a primary weapon and your secondary weapon will always have shield equipped. How you do it is first find a shield and equip it and then find a primary weapon on the ground. Switch to the bomb and walk towards the primary weapon on the ground. After that you will equip the primary and it will be in your primary slow however the way you hold the primary will be reversed. If you are playing right handed it will show up as left handed. Anyway , if you press 2 to switch to your secobdary you will see that you will have shield equipped in your secondary slot. Basically you can have primary and have a shield on your secondary. PS, i never tried it with guns that have secondary function like scope suppressor etc also never tried on dual berettas so idk if those work but for example m249 works no problem
There's another glitch for it, whenever you receive a second primary weapon. You can replace it with any other primary by just dropping it and it works with the shield.
if you load in a map through the console, it will also not allow you to buy at first, after a while you can but never get your knife. Also when you press "y" to chat, you will freeze in the air untill you press "esc". Found this out while trying myself. Also when you are shooting and then press "y", you will keep firing but without the recoil kick.
One mor thing- you can disable usp for a few seconds for everyone who will pick it. Just click scroll(putting silencer on) then at the same moment drop it. Whoever will pick this gun before first shot will need to wait time equal to silencer animation time(solid 2-3s)
@@silentfox8 in CS:GO, it doesn’t actually “skip” the animation as it still takes the exact same amount of time before you can shoot again. There’s plenty of videos on this.
I actually played the training feature of the CS as a kid and I remember getting scared because no one is with me not even bots, I think the farthest I got was on the hostage tutorial before exiting the game. I didn't know I was gonna miss such a beautiful experience back then because they said computers are bad and full of monsters:(
Explanation to second part of 'handling'. 1. When person respawns hitbox is point always in the same direction while model is pointing lets say random. Before person moves You can have significant offset between model and hitbox. That's why sometimes headshoting at afk players on respawn usually is not so easy. It was always the problem. 2. There is a command cl_lc and cl_lw that are responsible for display of bullets. Either they are lagged and showing true position of your hit that is returned from the server or they are instant but just modeled by your computer. 3. Netcode of CS relays extremely on time when packages are reaching the server. Especially delta time between every single package. Let say you want 100fps, This means new position of a player every 10 ms. While Your ping is varying from 30 to 50. Packages are reaching server with random delay and it affects Your RECOIL a lot. That's why playing LAN vs Internet is completely different experience. That's why sometimes You feel like You should kill but You didn't as Your 'local' recoil may be completely different than Your actual recoil. Stable ping of 60 is better than 20-50 with high variation.
I didn't know about RTT, but I knew the rest of this. ^^ I think, when the first Betas of CS came out, you could only play lefthanded. Righthanded view was included to a later point during the Betas (and the command cl_righthand as well).
Whoever remembers the awp animation every after firing has so many actions? Like the animation is about 2 secs before being able to fire again? I remember the cafe staff says it's CS Beta 5 way back 1998. That time it's so scary having an enemy using an awp and that long animation every after shot is not an issue for the user since no one is trying to counter it by computing the gap between shots.
I love that you used music from Jazz Jackrabbit at the start but yeah Fun Fact: if you remember CS 1.6 having a main menu theme that means you are a Pyrate cuz the song you remember is from CS Condition Zero Title Theme and the original version of 1.6 don't have a Theme actually it doesn't have any sound 🤐
I think the last one happens because by default you have no gamemode selected so the game doesn't know what to do. It works similarly in CS:GO but you have the game_mode and game_type set by default when you launch the game
For the sound near the hitbox, I think, the condition for actually hitting within the hitbox and the sound area box is slightly different because of the need to load various sound files. If what I guess is right, then the engine keeps track of the crosshair location to switch between sound of hitbox hit and non-hitbox hit. Since the sound loading time has to be compensated for, to keep the game naturally smooth, they made the area of switching the sound larger so that it doesn't conflict with the actual hit processing when the crosshair is within the hitbox. I guess this isn't the issue in recent games,since processors and rams are better now
5:25 - shooting close to player makes hitting noise because valve were too lazy to attach the sound spawner to the player hitbox instead of the player collider, those are two different things. a player collides with the world objects using a collider that is a non uniform box containing the whole player whereas the bullet impact triggering point consists of multiple collision detectors called hitboxes in the shape of a human to enhance hit precision
Fun fact:I ate a dog
🐶
中國男人時刻 (i aint chinese)
@@WojciechuNieDenerwujSie your obviously asian
And asians LOVES dogs
Is it any good ???
Minh Le is really a real G. You can ask him about pretty much anything you want about early CS and he'll gladly respond.
I'm amazed how much he remembers despite it being over 20 years ago at this point
@@dezolance Pretty sure it was the time of his life then. I'd remember all the details if it was me tbh
@@CS_Uravity_PRO CS was a *major* cultural phenomenon at the time. They played it in Pakistani al qaeda camps. Osama Bin Laden had a copy. Like one of the last major viral properties of the old world, or maybe the first of the new world. soo cool that it was homemade.
@@_marlene Oh hell naw, Osama Bin Laden planning his attacks through CS or sumshit
@@gibleyman ya they would LAN it, possibly in caves. They literally might have discussed it as a training tool.
Imagine being forever immortilized on the menu screen of counter strike... amazing!
Strongly agree! 🙌
The thing where you spawn weapon-less and without hud is because the Goldsrc engine has 2 modes to start a map, either singleplayer or multiplayer. It's actually derived from how Half-Life handles its Deathmatch component. It's controlled via a console command 'deathmatch '. So if you go in Half-Life and start a multiplayer map via the console like crossfire. you'll also spawn weapon-less and without a hud and you can even find a Barney spawns in the fort.
This also applies to the source engine specifically left 4 dead 2 when you launch game in versus/scavenger/survival/etc, the next time you use the map command it will load the previous mode.
@@endinepilogue9008 I see, didn't play L4D unfortunately so i thought this was Goldsrc-specific
“maxplayers 1“ before using the "map" command. "maxplayers" higher than 1 starts a normal listen server
Yeah I just made a similar comment. Some of the OG custom maps for HL took advantage of this and hid singleplayer components in multiplayer maps, like mentioned the Barneys in Crossfire.
The tutorial map is literally my very first ever cs experience, I was like 6 and didn't even speak english back then. So happy and nostalgic to see it again
same but i was 11
As an ex pro player, who has started playing in winter '99 and played professionally until 2010, I can explain why you get different sound when shooting near the player, specifically near head. :)
In older versions, until 1.5 the hitbox around the player, including the head was in a shape of square. Basically, you would shoot almost half a meter above the head and still make a headshot. Later have made it to be more round to follow the head shape and decreased the borders to be more realistic, but never removed the sound effect. That's why you have a feeling you are hitting a player. :)
I can tell you that they don't use rounded shapes in CS 1.6 - nor have used one square box as hitbox in either CS nor in Half-Life.
Rather models contain individual hitboxes for each part, head, upper/lower body, arms, etc. even shoulders, neck and hands. The box you'd see around entities is a boundary box and is sometimes used for collision detection-every entity requires a boundary box to be in world. Only models that don't benefit from hitboxes will use the box for hit detection.
Hitboxes has stayed as boxes in all other installments up until CS:GO changed it in 2015.
The sound you hear is due to shot prediction that was introduced in the GoldSrc engine a long time ago. This was introduced due to a time where people had low bandwidth (56k modems) which had the unfortunate side effect that you'd have to shoot ahead of a player's head to account for latency. Client-side prediction was added to eliminate this problem and still exists today. It's just that latency is less of a problem and the side effect is still present.
The "thuds" you hear are the sounds of the unpredicted bullet hitting a player before the predicted shot is registered. Sometimes the predicted shot registers somewhere else, like not registering a player hit, even though the hit sound was there.
I started in 2015 and still playing it
I used to have block head / models as skins to save fps lmaoo
7:50 This isn't a bug, this is just a feature of the engine. The game loads the map the same way Half-Life would, like a single player session. You spawn as a CT becase the CTs use the regular 'info_player_start' point entity, while the terroists use 'info_player_deathmatch'. Starting with Source there would be a dedicated 'info_player_counterterrorist' entity and a Terrorist counter part.
@damsen978 I guess he means the deduction that the bug is a leftover from the removed training map isn't true.
i was reading and asking who would know all of that..then i saw the name :) nice to see you here bro
@damsen978
can you understand english?
The only way to fix it also is write deathmatch 1 in console before loading
by default when you run a game mp_maxplayers 0, that why you spawn with no hud. when you start game from Create Server - game loading with server settings from that menu.
1:50, prior to buying, the sniper rifle is called the Arctic Warfare Magnum (AWM). No idea where AWP came about. Only real OG uses AWM.
Arctic Warfare Police
@@anaselmkadem9838 Except in the Training, the announcer calls it Arctic Warfare Magnum (AWM)
ua-cam.com/video/OcrlXGqZ9-M/v-deo.htmlsi=NL3h7Y8-oRj7k2mG&t=274
Was it called AWP , from agies we call it Magnum or awm
@@g0s_vlogs237 I played the CS training, which the instructor says Arctic Warfare Magnum, and Magnum via buy menu.
6:00 This was an issue in CSGO for a very long time too, and it was even exploited intentionally by players after people figured out reliable ways to basically hide your head behind a box while peeking behind it. Valve fixed it shortly after :D
0:30 and the end of the video,the jazz the jackrabbit 2 music in the background ahh nostalgia x nostalgia love it❤
CS_Mansion is rumored to be based on a real police military hostage rescuing mission called Operation Chavin de Huantar that occured on Peru in the 90s. The map shares similarities with the japanese embassy on Peru(where some terrorist group called MRTA took many hostages) for example the secret tunnel that goes behind the mansion, the dog house and the side door that goes directly to the hostages.
Never knew that. Thanks for the info bro:)
Fun fact: All 14 MRTA militants were killed. The success of the operation obscured the fact that most of them surrendered before being executed, but nonetheless it came out afterwards.
There are rumors that the only hostage casualty was actually executed by the Peruvian commandos as well, and with the government being helmed by neoliberal dictator Alberto Fujimori at the time, I wouldn't put it past them.
I remember playing the training course as a kid. Thought that it was the coolest thing lol
it's insane how the 1.0-1.5 main menu affects me. those were the days
I actually remembered the Training Map. I've bought the DVD of Counter-Strike franchise (don't know whether its pirated/real, but it has CD-Key). And as far as i know, the first time you launched the game. You needed to input your CD-Key.
The sound when a bullet passes close to an enemy is because of your target hearing the bullet "whoosh" near miss sound effect! The thing is, for some reason, you can hear it too!
No, it's actually a side effect of client-side prediction that was introduced back when people had 56k modems. To account for latency, you had to shoot ahead of an enemy for it to register. The client side prediction was introduced to eliminate this problem. Now it's not a huge issue because most people have low latency. The side effect is still present.
The thuds that you can hear are the sounds an unpredicted bullet hitting a player before the predicted shot is registered on the server.
@@dealloc 👆🤓
Interesting things, when it comes to CS, you always learn something new despite the game being 20+ years old.
I played 1.3 trough 1.6 for hours. The craziest thing that happened to me only twice was the situation where c4 explodes at the same time the CT defuse it. The CT take the round+the money but the T get the full money for winning the round if I remember correctly. the CT who defuse it survives and see everything is exploding lol. It never happened in a tournament that I spectate
I have a physical copy of 1.5, and can confirm the tutorial map.
This is btw probably wide known, but you can activate Half Life, Counter Strike and the rest of the gold source games if go to "activate CD key" and enter one of the CD keys for the games.
I purchased the HL Opposing Force box back in the day, and it included Half Life, Opposing Force and CS 1.5, each with their own CD key. I used the HL one for myself and gave the other 2 keys to friends. They had no problems with the activation too
edit: checked my library, the only exclusion is Condition Zero interestingly enough. The full list of the games it unlocked are:
Half Life
Half Life: Opposing Force
Half Life: Blue Shift
Deathmatch Classic
Counter Strike 1.6
Day of Defeat
Team Fortress Classic
Ricochet
I always tried to crack the CD key activation because back then I had no money to buy the game lol, I remember playing cs non-steam and getting some Class C error on some servers
LIES!!! Do you not have Wanted! ???
That game was decent haha
F all that other non cs bs.
Wanted was western cs lmao.
Revolvers and dynamite n shit. I remember getting a few online games in
Before a few months, valve has released a rly good offer at the steam. With a rly low price -like 0.97 cents of euro - u could buy the orange box. This box was included 5 games. Those was Half-Life 2 /
Half-Life 2: Episode One /
Half-Life 2: Episode Two /
Portal /
Team Fortress 2. That was a rly good deal!
The "Matrix" animation is actually called T-Pose which is an error when loading an unknown animation.
T pose is the default character model pose, right?
@@tarekcat1 what do you mean?
I mean, T-Pose will trigger when there is an unkown animation. If the game can't find the anim called "switch_to_bomb_while_doing_the_reload_and_no_matrix" then anim will start the T- Pose instead.
@@tarekcat1 Yeap. T pose is the default character model pose.
When open CS models in Half-Life Model Viewer you will see, than initially they in T pose as an default pose.
beta 5.0 to 6.6 awp had a much longer bolting animation/cycletime which imo more balanced than the newer ones can spam almost under a second
My theory about the misleading 'hit' sound: The game wants everyone to hear the same sound in order to be fair. Also it wants you to know when you're under fire and bullets bearly miss you, so it plays those near hit sounds. Since everyone should hear the same, the shooter now hears near hit sounds, too.
Bro the Jazz Jack Rabbits theme
that theme gives me much nostalgia
2:30 Ah, that homepage, so nostalgic. When you have to use 'Custom Game' to access other mods like TF, Ricochet, or back to HL. And the keyboard shortcut for each menu works so well.
That was truly truly interesting, i have played this game for so many years in so many different ways but never have I have seen any of the things (except for the matrix jump)
7:17 this bug is related to half-life, since the original game is single-player, when you use this command the engine loads as if it's a single player map, wich breaks the game since is not designed for single player
Am i only one who thought those two soldiers in main menu was just an art
i always thought it was Jesse and Minh lol, their eyes kinda match
Hey I thought too they are just random art lol
3:41 I use left handed mode too because my dominant eye is the left. This reason might sound silly, but I remember way back in the days when I changed from right mode into left mode that my aim and my accuracy improved a lot.
If you don't play left handed you won't get pussy, or so I was told so I play left handed...
Still haven't gotten any tho but one day!!!
Fax might Gai
The iconic main menu theme (the picture of the two fighters and the music) is the greatest masterpiece that has ever been made by a human since the beginning of history of humanity! I really like it! ❤🙌
the ''iconic'' main theme was only in pirated versions lol ...
@@_G3M5_Eventhough! ❤
Hey man, great video there! Could do one about the different agent skins in deleted scenes, would be cool to see with your style ahhaha... I think I have commented this once before Lele 😎
Holy shit! I did have the physical copy of counterstrike, bought around around 2000. But I dont recall ever clicking on training. Interesting.
2:30 ahhhhh yes the OG main menu, I started on 1.4 many moons ago. 😢 classic
CS had driveable vehicles back in the beta days. It also had hardware support for EAX and A3D that is sorely missed today. A3D was incredible. True 3D audio.
I swear I play maps with cars. I think they were fan made maps tho. Been so long now but I remember
@@HalfEatenMedia Was probably Jeepathon map or some version of it.
Damn, that's a hard soundtrack! Jazz jackrabbit 2, Tomb Raider, UT99, and the HL guitar ambience. Props. That said:
- anyone who got a retail copy of CS before 1.6, i think most were 1.0 versions and then i think upgrading to 1.5 we lost that training map and other oldschool maps too. I mean, remember de_vegas?
most bolts and ejection ports are on the right side BUT there ARE left handed guns, while more rare, they do exist, im right handed and also play lefty in cs but idky ive been doing it since 1.5, i DID go through the training course, and when the character chambers the m4, he PULLS on the forward assist which is meant to be PUSHED, instead of pulling the charging handle, also the dust flap closes after ejecting a shell which doesnt happen irl
I used to play cs 1.6 for hours when i came to school and now its been 6 years since i played this game my pc broke :(
no way, just today i decided to listen to the jazz jack rabbit theme song after who knows how many years, lol
anyways, great video, love your work!
How do you able to Heard that music in this video? I thought he doesnt use music while he speaking.
Btw I knew that game too.
7:30 so in cs, the singleplayer button is hidden from the player but is still functional. if you load a half life deathmatch map with console in half life (crossfire for example) you will spawn right next to the bunker with no weapons or hev suit. this is due to the game not being set to multiplayer so it does not do things like giving you the weapons at the start.
a legendary backsound, some guy in start menu legitly memorable for cs player even you play it free on your dad pc
don't forgot to try deleted scene the most funable mission
Hey did you notice when playing the CS tutorial, it had insanely good reverb? That is the Miles sound system :D That old engine before Steam actually had some of the best sound in the industry.
New sub, good content lil bro
Constructive criticism here: try rising a bit the volume of the game when you stay quite to show the in-game sounds. Other than that great content you just got a new sub
Btw you talked about 1.0 / 1.5 versions but when I was a kid the versions prior to said 1.0 / 1.5 was 7.1 and 6 point something.
That was prolly 25 years ago ( I was in 3rd grade when I won a LAN tournament with my cousins)
CS 1.6 requires "deathmatch 1" to work properly. By default the game starts with "deathmatch 0", which is the default behaviour for Half-Life 1 as it's a primarly single player game, but "deathmatch 1" is automatically set to 1 when you join a multiplayer game via the menu, which is why it's usually not seen. This doesn't happen when you start the game via console, but you can write "deathmatch 1" before "map" and it should load the game in Multiplayer mode properly. It's also why the game can be paused by default.
GoldSrc in general supports Singleplayer / Multiplayer at once, this is only decided by that "deathmatch" command. The functionality of one of these can be hidden, but not really disabled, and this is exactly what was done in CS 1.6.
In Source engine this behaviour is more explicitly split between two different clients, which is why this is not easy to do in CS:GO for example. It's also why Half-Life: Source has a special "Deathmatch" client in Steam Library, whereas "Half-Life 1" does not.
Btw main menu in CS 1.6 can be probably changed to work as a single player game if you modify the game UI file to support Singleplayer buttons too.
That 1.0 to 1.5 background brings back so many memories!!!
Wow, I thought I knew most of the CS trivia; nope. I didn't know about any of these things. Thank you ❤
wow didnt know about the valve guys cosplaying the cs wallpaper
and about the RTT
and about the T stance matrix jump
rest i knew. really great vid and i was surprised about some stuff, mainly becuase i played this game since beta 1.1
about the loading maps via console and only getting HUD+equip when first having connected to a proper match (bot or online), i believe that this is just the mechanic that hl1/goldsource loads mod assets.
basically if you start the game and do nothing but go straight to console and load "map xyz" then the engine skips "setting up" the mod correctly. while using the menu will load the mods assets properly. and once you have them loaded the game will use them for further instances you load. a residue of hl1 modification handling so to say.
M4 reload animation was fixed in Condition Zero
back then...
when you shoot BOT from behind, he keep looking in front of him..move around,move around....when he found you, stare at you for 20 seconds before pull the trigger....😂
ahhh...my first FPS game🥺🥺..
bring such nostalgic memories...
the jazz jackrabbits music , the topic of this video , the way its displayed ......all of it man , makes me feel like im 8 again , keep it up bro !!!
what an ears.
That happens 8:06 because command Map is for single player and changelevel is for multiplayer. They are scprited with differents parameters. Like no hud or the spawn
Damn bro, that Tomb Raider theme hit me right in the childhood as the video started!
If I'm not wrong the hit sound comes from the mode hitboxes, but because they probably used hierarchical hitboxes (or hitspheres) for optimization, there was probably a bigger collision object before the main skeleton aligned colliders, so when the bullet entered the root collision it probably generated the sound even if you didn't hit the tight boxes.
For the bomb matrix animation you're right but to add more details why it would usually cause it, it's because bomb doesn't have an animation called "reload", so when you're in "reload" animation and switching to the bomb it doesn't trigger a reset like a weapon will do, causing the animation controller to search for the "reload" animation which will fail and will default to the "default" T pose one, or to none which will fail to apply any transformation to the T posed bones.
On Nuke the map also uses random rextures at some points. Fe u can see it when u're wallbanging heaven from T roof
1:50 that volume shift was cruel 1:55
Yeah, later on again. I guess loud = funny
CS video with Unreal tournament - Foregone destruction soundtrack ... GOOD
Dave Riller is in 1990s GSG-9 cosplay. You can tell by the blue overalls, The Swiss PSH-77 Helmet with a German Swamp Camouflage Cover, and the GSG-9 patch which is wierdly blurred in CS
Nice Classic Tomb Rider song at the beggining
Yeah this Channel is a hidden masterpiece on UA-cam
Jazz Jackrabbit intro played at the intro i love it
I did not know any of these things about Counter-Strike. That's all interesting! Also, I never thought to myself. I thought you hit an enemy because of the sound cue.
Him pulling the manual assist to chamber the AR hurt me inside....
wow late reply but omg is that jazz jackrabbit music? What a throwback!
The bolt is still on the wrong side, no matter the viewmodel used .
The bolt should be on the left for a left handed person, as you use your shooting hand to chamber a new round.
2:29 new memory unlocked. That menu screen also unlocked a bunch of key/menu choices in instinct mode and random gta vice city pc cheats 😂
I do remember those training program maps from counter strike, it was really fun. YES, I am that old!
And yes, my country had only pirate copies back in the 90`s and early 2000 ^^
Best FPS series 👌
Cannot believe about counter strike had TRAINING MODE. Thanks for info!
Dude. Awesome choice of music. Absolutely took me back 20 years. Have a FUCKING LIKE.
*Jack Jazz Rabbit Music in the backround , nice*
I have a glitch for you in 1.6, if you are on T side in a defuse map and manage to get a shield from the CTs. You can equip a primary weapon and your secondary weapon will always have shield equipped. How you do it is first find a shield and equip it and then find a primary weapon on the ground. Switch to the bomb and walk towards the primary weapon on the ground. After that you will equip the primary and it will be in your primary slow however the way you hold the primary will be reversed. If you are playing right handed it will show up as left handed. Anyway , if you press 2 to switch to your secobdary you will see that you will have shield equipped in your secondary slot. Basically you can have primary and have a shield on your secondary. PS, i never tried it with guns that have secondary function like scope suppressor etc also never tried on dual berettas so idk if those work but for example m249 works no problem
There's another glitch for it, whenever you receive a second primary weapon. You can replace it with any other primary by just dropping it and it works with the shield.
Thanks for saying "might blow your mind", very considerate.
I swear to god I remember doing a counter strike tutorial but no one would believe me or remember it now. Now all the pieces are coming together
Nice explain bro, cool & awasome👍
if you load in a map through the console, it will also not allow you to buy at first, after a while you can but never get your knife. Also when you press "y" to chat, you will freeze in the air untill you press "esc". Found this out while trying myself. Also when you are shooting and then press "y", you will keep firing but without the recoil kick.
One mor thing- you can disable usp for a few seconds for everyone who will pick it. Just click scroll(putting silencer on) then at the same moment drop it. Whoever will pick this gun before first shot will need to wait time equal to silencer animation time(solid 2-3s)
did you know you can skip suppressor attach or deattach animation with just swapping weapon?
yes, they took that out in source, and in go you can skip the 2nd half of the reload animation by the same exploit
@@silentfox8 in CS:GO, it doesn’t actually “skip” the animation as it still takes the exact same amount of time before you can shoot again. There’s plenty of videos on this.
Love you for using gran turismo music
I actually played the training feature of the CS as a kid and I remember getting scared because no one is with me not even bots, I think the farthest I got was on the hostage tutorial before exiting the game. I didn't know I was gonna miss such a beautiful experience back then because they said computers are bad and full of monsters:(
You make me happy with those videos :)
You are goated for that Lego Racers 2 music
"I hate you myg0t 2" classic cs 1.6 flash video meme
2:58 random texture filling is also used at nuke in spawn.
Jazz Jackrabbit, nice music choice!
Explanation to second part of 'handling'.
1. When person respawns hitbox is point always in the same direction while model is pointing lets say random. Before person moves You can have significant offset between model and hitbox. That's why sometimes headshoting at afk players on respawn usually is not so easy. It was always the problem.
2. There is a command cl_lc and cl_lw that are responsible for display of bullets. Either they are lagged and showing true position of your hit that is returned from the server or they are instant but just modeled by your computer.
3. Netcode of CS relays extremely on time when packages are reaching the server. Especially delta time between every single package. Let say you want 100fps, This means new position of a player every 10 ms. While Your ping is varying from 30 to 50. Packages are reaching server with random delay and it affects Your RECOIL a lot. That's why playing LAN vs Internet is completely different experience. That's why sometimes You feel like You should kill but You didn't as Your 'local' recoil may be completely different than Your actual recoil. Stable ping of 60 is better than 20-50 with high variation.
3:16 I used to make maps 10-15 years ago and I had my own servers
Background music in intro from Jazz Jackrabbit? Awesome OST!
I love your channel! I'm glad youtube recommended me this video. Kliksphilip would be proud! :D
You did not put facing worlds as a background soundtrack. I'm already feeling nostalgic enough, you don't have to do me like that. Hahahaha
I didn't know about RTT, but I knew the rest of this. ^^
I think, when the first Betas of CS came out, you could only play lefthanded. Righthanded view was included to a later point during the Betas (and the command cl_righthand as well).
Whoever remembers the awp animation every after firing has so many actions? Like the animation is about 2 secs before being able to fire again? I remember the cafe staff says it's CS Beta 5 way back 1998. That time it's so scary having an enemy using an awp and that long animation every after shot is not an issue for the user since no one is trying to counter it by computing the gap between shots.
I love that you used music from Jazz Jackrabbit at the start but yeah Fun Fact: if you remember CS 1.6 having a main menu theme that means you are a Pyrate cuz the song you remember is from CS Condition Zero Title Theme and the original version of 1.6 don't have a Theme actually it doesn't have any sound 🤐
OH MY GOD, ITS SO NOSTALGIC TO SEE THIS 🥹
I STILL REMEMBER PLAYING THIS 24/7 AND ALL THEM SLEEPLESS NIGHTS 😄
I think the real question is:
Why does he have a flesh coloured helmet?
8:04 that happend bc its load in campaing mode, remember that is still half life 1
1:01 I saw this!!! 2 decades ago! *(yes, I'm that old!! 😅)*
I think the last one happens because by default you have no gamemode selected so the game doesn't know what to do. It works similarly in CS:GO but you have the game_mode and game_type set by default when you launch the game
Broo, Tomb Raider ost always puts a smile on my face
For the sound near the hitbox, I think, the condition for actually hitting within the hitbox and the sound area box is slightly different because of the need to load various sound files. If what I guess is right, then the engine keeps track of the crosshair location to switch between sound of hitbox hit and non-hitbox hit. Since the sound loading time has to be compensated for, to keep the game naturally smooth, they made the area of switching the sound larger so that it doesn't conflict with the actual hit processing when the crosshair is within the hitbox. I guess this isn't the issue in recent games,since processors and rams are better now
5:25 - shooting close to player makes hitting noise because valve were too lazy to attach the sound spawner to the player hitbox instead of the player collider, those are two different things. a player collides with the world objects using a collider that is a non uniform box containing the whole player whereas the bullet impact triggering point consists of multiple collision detectors called hitboxes in the shape of a human to enhance hit precision
6:47 this is perfect for "is not bug, is feature" and is actually feature