The Bullet Tracer Effect

A Forum Thread for Counter-Strike: Source

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Valve,please.

left4dead,hl2 has it.but why cs:s doesn't ?

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  • 6y
    birjolaxew avatar
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    Because CS:S aims to be realistic. In reality, bullets don't leave flying white lines.
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  • 6y
    ShiHan avatar
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    Maybe because the Left For Dead series came out after the Counter Strike Series, in the period between CS:S and Left for Dead 1/2 Valve obviously had the thought of bullet travel effect, but even though CS:S runs on the same source engine Left for Dead series does, CS:S isnt made for that sort of effect. Hence Left For Dead series having that effect.
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  • 6y
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    > **Posted by birjolaxew**

    > Because CS:S aims to be realistic. In reality, bullets don't leave flying white lines.

    but they can do that to make the game more interesting..
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    At the end of it all
  • 6y
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    > **Posted by ReapFreak**

    >
    > but they can do that to make the game more interesting..

    That entirely depends on the person playing. I, for instance, dislike these kinds of effects, find them to be in my face too much. You like them. Odds are, you could mod them in (though it may be pretty complicated).
  • 6y
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    > **Posted by ShiHan**

    > Maybe because the Left For Dead series came out after the Counter Strike Series, in the period between CS:S and Left for Dead 1/2 Valve obviously had the thought of bullet travel effect, but even though CS:S runs on the same source engine Left for Dead series does, CS:S isnt made for that sort of effect. Hence Left For Dead series having that effect.

    CS:S is on the Source Multiplayer/Orange Box engine these days. L4D and L4D2 each have their own separate engines despite retaining some things from previous engine iterations, much like Portal.

    L4D has always reflected a more zombie **movie** attitude (What a shock!) while CS:S has tried to be realistic, which is why it doesn't do that.
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  • 6y
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    That's why like in reality you shoot behind the guy to hit him.
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  • 6y
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    csgo got bullet tracers
    space
  • 6y
    ShiHan avatar
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    > **Posted by Doktor Haus**

    > > **Posted by ShiHan**
    >
    > > Maybe because the Left For Dead series came out after the Counter Strike Series, in the period between CS:S and Left for Dead 1/2 Valve obviously had the thought of bullet travel effect, but even though CS:S runs on the same source engine Left for Dead series does, CS:S isnt made for that sort of effect. Hence Left For Dead series having that effect.
    >
    > CS:S is on the Source Multiplayer/Orange Box engine these days. L4D and L4D2 each have their own separate engines despite retaining some things from previous engine iterations, much like Portal.
    >
    > L4D has always reflected a more zombie **movie** attitude (What a shock!) while CS:S has tried to be realistic, which is why it doesn't do that.

    Oh ok no problem
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  • 6y
    Zunther avatar
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    The typical target demographics of most modern F.P.S. games include those from maybe ten all the way up to the mid twenties. A significant portion of that audience demand flashy graphics (which is rather sad really, since gameplay takes a dive).

    Most games have an alarmingly large and bright muzzle flash. Real guns tend to emit only a puff of smoke (the muzzle flash arises from Hollywood's use of blank-firing guns). A fireball is not typical of a 5.56x45mm round. A 120mm round, perhaps.

    Reloading on a loaded chamber should give us a round count being equal to the number in the magazine in addition to the round in the chamber (unless it's an open-bolt gun).

    Tracers are rarely used in conjunction with standard infantry small arms (barring machine guns, and even then, its five ball rounds to one tracer typically). And when they are used, they are not found all in the one magazine.

    Engagement ranges are typically short in most modern day FPS games (0 to 25 metres between foot infantry is typical, barring snipers/marksmen), simply because most people can't tolerate trekking half a kilometre in-game to check if somebody's dead. That, and it seems most people are loathe to make range adjustments on the fly (gravity is harsh, no?).

    Realism is realising that camping as a sniper is one of the only valid tactics (one cannot go 'Rambo' with a bolt-action rifle and a pistol). Realism is realising the grenade launcher is a part of infantry weapon systems for a reason. Realism is realising that your shotgun should be effective beyond five metres (which the CS series seems to get). Realism is realising that your Desert Eagle is a very poor choice for a sidearm.

    Realism takes a backseat in most modern day FPS games. Why? Because of Hollywood. And because of Rule of Cool, and Rule of Fun. And because it's often cheaper to just use a hitscan system instead of actual ballistics calculations (however simple).

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