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Play Counter-Strike 1.6 in your browser

cs-online.club

101–110 of 337 posts

Re: Play Counter-Strike 1.6 in your browser

#102
post #38

I don't know much about the topic - but from what I understand, Valve games use Protocol buffers and UDP connections to the lobby server, in their netcode (someone correct me if I'm wrong). Is there an equivalent way to do this with the same level of efficiency in the browser? What are browsers missing in order to achieve this?

> Valve games use Protocol buffers and UDP connections to the lobby server, in their netcode (someone correct me if I'm wrong). The netcode originally used in GoldSrc/1.6 came from QuakeWorld and predates Google. IIRC it got replaced at some point. The current iteration of Source's netcode doesn't have anything to do with that, though.

> IIRC it got replaced at some point. The current iteration of Source's netcode doesn't have anything to do with that, though.

Do you have a source (heh) to back that? Lots of the networking configuration cvars from 1.6 are still there in CS:GO and do the same thing. Maybe it was cleaned up but I wouldn't be surprised if it's still mostly the same code.

Re: Play Counter-Strike 1.6 in your browser

#103
post #37

I love how people like to make browser versions of everything. From chat apps to email clients to games. But they all end up consuming 10x the memory but are still 10x slower than their native counterparts !

This is a flippant useless negative comment on someone's cool effort. Looking at your other comments, and at your blog - everything is negative. "This sucks, this is crap, I would never use this". What's with all the negativity? Just give creating comments and posts about stuff you like a try. The internet is not short of critics to make useless negative comments.

Re: Play Counter-Strike 1.6 in your browser

#104
post #37

I love how people like to make browser versions of everything. From chat apps to email clients to games. But they all end up consuming 10x the memory but are still 10x slower than their native counterparts !

think the biggest issue with browser apps is proper asset management. what you see most of the times is a huge payload of assets getting loaded at the start. I would like to see some kind of streaming service for assets. specially with textures that would be really neat.

The hard part there isn't a browser vs native thing (native apps also generally ship with all of the assets in a front-loaded client) but abstracting your rendering pipeline to handle streaming or incremental LoD over the network.

It's more of challenge of taking the time to add that level of polish.

Kind of like the rare native game, like League of Legends, that will let you play before the entire client is finished downloading. Being a native app didn't give Riot Games that for free, they had to specifically build it for their game. Even in the native game market, it's AAA-level polish for a small fraction of games.

Re: Play Counter-Strike 1.6 in your browser

#105
post #37

I love how people like to make browser versions of everything. From chat apps to email clients to games. But they all end up consuming 10x the memory but are still 10x slower than their native counterparts !

This is a flippant useless negative comment on someone's cool effort. Looking at your other comments, and at your blog - everything is negative. "This sucks, this is crap, I would never use this". What's with all the negativity? Just give creating comments and posts about stuff you like a try. The internet is not short of critics to make useless negative comments.

Yeah, enumerating why something sucks is trivial. Anyone can do that about anything. Yet for some reason it's tempting to do it. Maybe because it makes us feel like a critic?

For some reason it takes more effort to see the positives in something or someone, even ourselves.

It's often a good practice to stop and think of the positives of something. Maybe it's not so obvious. Why did someone decide to build it this way? They probably are well aware of the downsides (after all, they're the one who built it) yet they saw some upsides. They must have thought the upsides outweighed the downsides. What were they? The harder that question is to answer, I think the more useful the practice is.

Internet (and HN) discourse would be a lot better if we did more of that.

I know it's a challenge for me -- it's really easy to get stuck in a negative thought loop, especially while spending so much time on social media (incl Twitter, Reddit, and HN) where we like to award ourselves points for being critical.

Re: Play Counter-Strike 1.6 in your browser

#106

This could serve as a demonstration what a long way way web sockets/rtc/channels still have to go, since the experience is much worse even considering the ping compared to 20 year old netcode.

You're going to hang the state of networked browser gaming on this random person's netcode implementation? Go to r/GameDev and you can find some redditor Unity projects built on UDP that are even worse, but you aren't going to say "wow, UDP sux". Check out something like https://krunker.io/ which gives me a surprisingly good FPS experience despite my distance from the server. Browser gaming does take some thought tho…

Krunker is fantastic. I have wasted many hours in that game :)

Re: Play Counter-Strike 1.6 in your browser

#107
post #37

I love how people like to make browser versions of everything. From chat apps to email clients to games. But they all end up consuming 10x the memory but are still 10x slower than their native counterparts !

Seems a bit unfair to only acknowledge one side of the trade-offs. Obviously native apps win the perf side. How about being able to play with your friends after just handing them a link? Native 1.6 doesn't even run on my computer at all. I think browser ports are the only hope that old games have at coming back. The other month I played Nox's quest mode with my friend on a browser emscripten port (plus a lot of custo…

Hey, can you send me a link to that Nox port? What a blast from the past - I remember saving up to buy that game as a kid :)

Re: Play Counter-Strike 1.6 in your browser

#108

Earlier quoted context omitted.

> Valve games use Protocol buffers and UDP connections to the lobby server, in their netcode (someone correct me if I'm wrong). The netcode originally used in GoldSrc/1.6 came from QuakeWorld and predates Google. IIRC it got replaced at some point. The current iteration of Source's netcode doesn't have anything to do with that, though.

> IIRC it got replaced at some point. The current iteration of Source's netcode doesn't have anything to do with that, though. Do you have a source (heh) to back that? Lots of the networking configuration cvars from 1.6 are still there in CS:GO and do the same thing. Maybe it was cleaned up but I wouldn't be surprised if it's still mostly the same code.

https://github.com/SteamDatabase/Protobufs

Re: Play Counter-Strike 1.6 in your browser

#109
post #101
post #85

Is this made/approved by Valve? Or is it just that nobody cares about taking down CS 1.6 piracy anymore because it's such an old game?

Cracked (non-steam) CS 1.6 clients are available for years and I don't think Valve ever cared.

This site is charging, though.

Re: Play Counter-Strike 1.6 in your browser

#110

This could serve as a demonstration what a long way way web sockets/rtc/channels still have to go, since the experience is much worse even considering the ping compared to 20 year old netcode.

You're going to hang the state of networked browser gaming on this random person's netcode implementation? Go to r/GameDev and you can find some redditor Unity projects built on UDP that are even worse, but you aren't going to say "wow, UDP sux". Check out something like https://krunker.io/ which gives me a surprisingly good FPS experience despite my distance from the server. Browser gaming does take some thought tho…

That was impressive, on mobile and I was able to just hop in and start playing. Not something I’d play, but just impressed that I was able to so easily
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