Modestas

1K posts

Modestas

Modestas

@modestasraz

Building from 🇱🇹 for something greater than I hope to understand CS2 demo viewer - https://t.co/Kq9B7OiGj1 CS2 minigames - https://t.co/YDyQ0QGgW9

Lietuva شامل ہوئے Nisan 2016
243 فالونگ139 فالوورز
پن کیا گیا ٹویٹ
Modestas
Modestas@modestasraz·
CS2 Demo Reviewer UPDATE: We are in a very good state! I have now added some of the more technical and analytical side of things. You can now open settings to review all type of events - from grenades to kills. I have also reworked the UI a bit, as you can see to make it more like the IEM style, It's clean. In addition, fixed Nuke where it had blocked doorways from wingman, now it is working as intended. You may find that performance has dropped a little bit, but that will be fixed as time goes on as well! Besides these, the next big update I am looking to make is analysis based on player tendencies and ghost players to see how they play in multiple demos. This will be behind a paywall. I would love to monetise this somehow so that I can re-invest back in to servers and development.
Modestas@modestasraz

CS2 demo reviewer on web updates: Essentially a lot of polishing, below are some examples You can switch between players with mouse clicks Lots of sounds fixes Lots of animation fixes Volumetric smokes (not 1:1 yet) Timeline is specific to the player you are spectating Freecam walk with WASD #cs2

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Modestas
Modestas@modestasraz·
My biggest issue is that I get an idea, I make it happen, then I'm stuck on what to do next so I start going overboard with random ideas But... I've gotten a very sick idea that should change the demo viewer in a way that would be a first imo Implementation is going to be beyond hard but I believe I will have loads of fun doing this
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Modestas
Modestas@modestasraz·
@mattpocockuk Gonna check this out, will be interesting to see if it helps
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Matt Pocock
Matt Pocock@mattpocockuk·
New in-progress skill: /loop-me Interviews you about your work and finds opportunities for delegating your day-to-day work to AI
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Modestas
Modestas@modestasraz·
@rattecs Data supports this, that. Let's remember that literally every soul knows how to play Mirage, you could teach an old dog how to play Mirage. The point is the majority is attached to mirage that, it's all they know and all they queue. Hence why mirage needs to go, its time.
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ratte
ratte@rattecs·
the loud minority hates Dust 2 and Mirage the quiet majority hates Overpass and Anubis
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Modestas
Modestas@modestasraz·
@rattecs @leetify But if they keep rotating the same maps out and in then it just becomes an never ending cycle They need like a whole campaign of just new maps
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Modestas
Modestas@modestasraz·
While I've been locked in on my CS2 demo reviewer, my sleeplock app hasn't been sleeping either. But unfortunately, I have brushed it to the side and haven't worked on it and don't have a plan to work on it any time soon either But it's really nice to see
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Modestas
Modestas@modestasraz·
While the maps looked great on their own, I still felt they are missing their identity, so I've imported the 3D skyboxes for every map. Ancient, Anubis and Cache for reference below 👇 Will be on prod later today or tomorrow
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Dan Greenheck
Dan Greenheck@dangreenheck·
Thought I would share some initial cloud experiments I did today. This feels like a path worth exploring since I can generate both realistic and stylized clouds in the same pipeline. It also makes ridiculously fluffy clouds! 🐰
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Majid Manzarpour
Majid Manzarpour@majidmanzarpour·
Hey @claudeai Opus 4.8 let's build a fully procedural spider in @threejs🕷️ …so we did. Feet-driven IK + a Cruse-rule gait = it walks any terrain. Then we built a 42-scenario test harness and drove the locomotion to 100%.
Majid Manzarpour@majidmanzarpour

Tip: if you're running into visual/physics issues in your @threejs game, prompt your agent to "build a visual test harness with test cases and results" for the problem Pair it with browser access & "/goal iterate on the visual test harness and logic until all test cases pass 100%"

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Modestas
Modestas@modestasraz·
Season Five of Premier will feature -Overpass +Cache So I have already added de_cache to the CS2 demo reviewer! Since there is a lack of competitive demos, I have also added a "Maps" feature where you can separately take a look at the maps in the browser!
Modestas tweet media
CS2@CounterStrike

Season Four of Premier ends on July 6th. You must have 25 Season Four Premier wins and a visible CSR when the Season concludes to earn your Premier Season Four medal. For the Season Five Active Duty map pool: - Overpass + Cache

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Modestas
Modestas@modestasraz·
@JustHarryGG Fair enough, I can't say I have points to rebuttal you, It'll be interesting to see it played in pro matches
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Harry
Harry@JustHarryGG·
While Cache used to be very puggy, I don't think it'll play this way in the modern age. I think saving will be much more prevalent. They get some A entries? Okay I save. You ain't fucking running up highway and dying for nothing. Oh sick truck is a death sentence. I'm guessing here but I think "puggy" cache died to the meta shift. Gun rounds are more important than some 3v4 retake attempt from shit positions. As a former Mirage hater, Mirage actually kinda goated, semi fast rotates, lots of positions to retake in both bombsites. No one gets too comfortable. If bomb is planted A on Mirage, you can wrap ramp, con, jungle and CT before it explodes. If bomb is down B on Inferno, you get to CT and you have 20 seconds left versus a team who know exactly where you are. Has Mirage been around a long time? Yes. Does that mean every round has an established end point like Inferno? No. Crazy shit happens all the time on Mirage. Hell even the cursed Cologne show match with literally nothing on the line showed that saving is built into the maps DNA
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Harry
Harry@JustHarryGG·
Inferno should've gone. No one feels good saying it. It's a better map than Overpass. It's still the right call. They play at similar paces, they're default heavy, they each feature intense choke points where utility usage is king. Difference is Overpass is but a child, Inferno is fucking 90 years old and somehow destined to stick around. Pillow over the face, put it down already. Smother it. It's compassion. Bring it back triumphantly in a year. That's the move
CS2@CounterStrike

Season Four of Premier ends on July 6th. You must have 25 Season Four Premier wins and a visible CSR when the Season concludes to earn your Premier Season Four medal. For the Season Five Active Duty map pool: - Overpass + Cache

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Modestas
Modestas@modestasraz·
CS2 demo reviewer had an issue: Hetzner server only has 4GB of ram, but the parser was using up to ~3GB or even more when a demo was around 200 MB. This meant that bigger demos were not being parsed. I've rewritten the parser to do it in chunks, so now the 200 MB demo that used to parse ~3GB, only takes up to 1 GB. This means its able to now handle much bigger demos with zero quality loss. You will notice that the video is now on the NEW frontend which has been pushed to production and with the recent news that Cache is replacing Overpass, I will be adding cache as a map to the reviewer!
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Modestas
Modestas@modestasraz·
@eugenio8a8 Looks like we have similar projects ongoing 👏👏
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eugenio8a8
eugenio8a8@eugenio8a8·
With the Major ending, you ask what I’ve been doing? Well, I’ve been working on my viewer. I imported all prefabs and all maps from the map pool, added raycast detection on meshes. Codex was used to debug some of the parts. See a sneak peek of version 0.5.
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Modestas
Modestas@modestasraz·
IEM Cologne major stats are now live and added on the CS2 minigames website In addition, I added the Demo Review as a separate gamemode so its easier to navigate to #cs2
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Matt
Matt@MrCollison·
Team ❄️ Snow or Team 🏝️ Sand? @threejs + SDF volume (to mesh) + basic custom physics All rendered / computed with WebGPU There's definitely a game to be made here...
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Modestas
Modestas@modestasraz·
The final stats for the IEM Cologne 2026 Major is in: I will be updating all the CS2 minigames with the latest stats in the next hours/day
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Modestas
Modestas@modestasraz·
Thoughts on the drafted frontend? (Not in prod yet)
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