CS is what got me to finally open a steam account too. I can’t remember if it was the only way to play, or if it was a considerably better way to play. Either way, everyone playing CS was on Steam so I finally opened an account.
I played cs 1.6 at a few LAN parties, but didn’t own it. I didn’t actually join steam until after CS:S had been out a while. I actually bought a hard copy of it.
I hated the idea of an installer to install programs that had their own installers. It seemed like a pointless extra program to me, so I resisted getting it until I wanted to play Counterstrike and Steam was the best, or maybe the only way to do that. So I broke down and opened a Steam account.
There’s never been a CS2. Other than a version of the name of the set of Adobe programs (ie, Photoshop CS2)
CS 1.6 is the popular one. That version is about to turn 20 as well.
You’re probably thinking of Counter Strike: Source, the name they gave it when they released it built on the Source engine.
Then there was the current one, Global Offensive.
However, there’s a new one about to be released that I think is still being called CS2. Not sure if that’s the final name or not, I haven’t been following it very closely. But I think it’s due to release this month. Or sometime soon.
I saw at least 2, maybe 3 other comments mentioning CS2, so you’re not the only one. Unless you were talking about it elsewhere in these comments and that was you.
I was beginning to think there was another OG stream game I hadn’t heard of.
Fellow sept 12th here! Never would have thought that the simple looking launcher would turnout to be one of biggest juggernaut of selling digitale games!
Had to make a account so I could keep on playing CS 1.6. good times.
Riccitiello also came under fire in 2022 for referring to developers who don’t focus on microtransactions as the “biggest f*cking idiots” before apologizing.
Classic CEO brainrot. There’s more to life than just maximizing profit.
Maybe this will be the kick in the rear that gets people to drop them enmasse. I’d definitely explore the other options for any new projects I was starting.
Even if they drop this fee, is it really worth the headache in the future when they try something again?
No, Unity has always been an inferior engine to others such as Unreal Engine, Lumberyard, Blender, etc. In fact, the Unreal Engine 3 UDK became free well over a decade ago, and it’s basically Unity if Unity weren’t the scummy corporate vampires they’ve always been.
I’m sorry but Blender game engine was pretty cumbersome to use. It was officially dropped awhile ago and last I heard it was picked up by the community
To be fair, while unreal isn’t FOSS, it’s source code is at least openly viewable so devs would find it easier to make easily transferable alternatives
Also if theirs a engine bug you can crack it open and fix it yourself, handy if you’re not a AAA studio who has epic Devs on speed dial. Though I believe you do have to share any code alterations with epic if it’s hosted on a private repo
I can see why you would think that, but there’s alot of stuff unreal just isn’t that good at, things like 2d games are a massive struggle to work with in unreal, so it’ll gain more popularity, but mainly from devs making 3d games with a focus on high graphics
Because a lot of mobile games are made in Unity, and mobile has a higher rate of people who install and then uninstall without really playing the game. People also install things by mistake on mobile, thinking they’re something else.
So by charging based on installs, they’re able to squeeze developers a lot more (especially mobile game developers). Competitor engines like Unreal don’t run very well on mobile.
I’m confused. I’ve never licensed a game engine, but I figure you’d write what charges you pay into the contract, and as far as I know, you can’t just add additional charges in later without renegotiating the contract. At least, you’d have no way to enforce those. So I’m sort of at a loss how this is even supposed to work.
The game engine is licensed as a subscription. When January 1st rolls around and the dev’s meed to renew their subscription it will have these new terms. Their options are to accept this or to never update their games again.
Makes sense. I hope the unity guys come to their senses. This whole thing seems rather self-destructive on the company’s part. Unity is far from being a monopoly, with one competitor being free and open source (Godot). And pulling stunts like these, even if you walk them back later, does not engender trust.
It would be a shame if they were forced to follow through with this threat. Cult of the Lamb is a great game. I'd be curious to know if this changes their plans for their next big content update, which they'd tentatively moved to late 2023 back in August.
i have a couple Unity games that are close to shipping, i think i’ll hold off on that and rewrite in Godot instead. I was already considering it since working with Godot is a thousand times more pleasant than Unity anyway.
It shines in 2D where Unity falters, yes. But it’s perfectly capable of doing 3D competently. It’s shaders and lightning pipelines that are a bit rough on the edges, but that can be overcome with time with more brainpower coming in to contribute. The scripting is also far more robust than the hodgepodge that Unity tries to pass off as C#. The great advantage is that Godot is a non-profit foundation with a transparent governance model. Not a predatory venture capitalist behemoth like Unity.
Godot is a passable engine. It doesn't have a massive pile of money behind it, but it'll generally do most things adequately.
Honestly - and I may be biased as I'm a AAA dev who works with the engine - Unreal is really the way to go. Reasonable pricing on a powerful engine. The main issue is that it's bloated as hell and there's a learning curve... but if you're an indie, it's just as usable as Unity. Plus if you wanted to get into AAA development someday, Unreal is super popular and used everywhere.
It’s been really great for 2d, 4.0 made it really good for 3d, and it’s even decent for general GUI applications, as an engine it feels ready for wider adoption to me.
I think it’s not up to Unreal quality, but for the vast majority of indie games I believe it’s enough.
Curious if some of the many internal AAA engines out there might start to get shopped around as a new alternate to UE. Sony, Ubisoft, and Microsoft all have a few in house engines that at least on paper seem viable for branching out — the biggest obstacle would be support, I suspect. Which isn’t a trivial obstacle, to be clear.
idTech is due for a resurgence. Maybe Valve could even get a revival in usage of Source.
Come on. I don’t expect the average person to be an expert at this, but a professional animator should understand that the human face is a bit more complex than Mr. Potato Head. You don’t just slap a grin on there and call it a day. It’s not like this is some groundbreaking experiment, and nobody has ever tried to animate a face before.
Member since 24 July 2004 here. Doesn’t feel like 20 years, but it’s also hard to imagine having ~5Tb of installed games across multiple launchers just… available. Plus emulators and other resources. Steam was a pain in the arse at first, but they made it work, and they saw beyond the limitations of dialup tech. I was all for it at the time because I had one of the few Coax connections (NTL at the time, later taken over by Virgin Media) which at that point I believe was 10Mbit… Of course, nowadays we have Gigabit FTTP rolling out throughout the UK, so this seems really quaint, but it’s pleasing to see how far we’ve come.
The US coverage still sucks. Sort your shit out guys, you’re 20 years behind the UK, and we’re a good 10 behind Norway, Hong Kong and others thanks to Twatcher.
I’m always shocked at how behind the US is in some areas of tech despite having so many of the big tech companies located there. Like you say their internet coverage and terms of packages, like still having data limits in 2023. Also the fact that they still sign for card payments in shops, when we’ve been though both chip and pin and contactless since that method was common.
Yeah - I don’t even cary cards with me any more, it’s all on my phone. Including many store cards (Coop, Texaco, Shell, McDonalds…) which automatically pick up without me doing much - I scan, it works.
The only thing I can think is that the US is such a fractured environment with Federal, State and Local government, each with different jurisdictions, rules and taxation, that trying to get it to work would be beurocratically difficult. But at the same time, it’s so ruled by corporations that surely they’d want to push the easiest way - flip your phone out and wave it to pay, easy and secure, so make it happen :D
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Aktywne