CSPromod 1.09 changelog available
By: Pus
Time: 2012-07-04 17:49
Game: Counter-Strike 1.6

With the much-anticipated 1.09 release well on its way, the CSPromod development team have disclosed the upcoming version's changelog.

New damage indicators, improved footstep sound culling and the adding of Counter-Strike 1.6-esque bullet hit view punches are among the juicy updates to come in the 1.09 release.

Moreover, the deathmatch game mode, which was open to the public for testing back in March, will finally be implemented and comes with a bunch of changes and new features.

One of the very interesting updates is the GoldSrc sound spatialisation. I had to make the CSPromod guys explain what sound spatialisation is and how it works to me like I was five years old, and I was able to put it into words in an earlier article:

"CSPromod runs on the Source engine, but the sound spatialisation has been based on how the GoldScr engine calculates sound volumes instead of how it works in the Counter-Strike: Source game.

This does, however, not mean the sound spatialisation has been exactly like that of Counter-Strike 1.6 and the GoldSrc engine. The CSPromod development team have now caught a break, though.

The developers have found a way to replicate the sound spatialisation used in the GoldSrc engine. Put simply, this means the sounds in CSPromod will behave just like in Counter-Strike 1.6.

And that is basically what sound spatialisation is. Essentially, it is the way that a player perceives a sound depending on where the sound has to travel from.

For example, if a player fires a gun, but the sound generated by the shot has to travel through two walls, it will sound different than if you have a clear sight of the gunshot."

This is not the final changelog, however. The developers are still hard at work. Having spoken with the team, HLTV.org can reveal that they hope to put out the 1.09 release by the end of this month if all goes as planned.

Below is the changelog in its full entirety. Have a look through it and tell us what changes or features you are most excited about in the comment section.

Chat system changes

Team names are now translated in the join message

Several chat messages are now coloured

All chat messages are printed into the console (in colour)

Added “echo_chat” command to echo a message to chat (useful for scripts)

Added colour support in chat

HTML-style colours in the format of {#RRGGBB} or {#RGB} are now supported

Note: this also works with the new “echo_chat” commands

Named colours are now supported:

{gold}, {dgreen}, {green}, {ct}, {t}, {grey}, {gray} 

Added “hud_chat_color” ConVar to enable/disable coloured chat messages

Renamed “hud_saytext_time” -> “hud_chat_time” (now also saves to config)

Renamed “hud_chatfilters” -> “hud_chat_filters” (now hidden)

Plugin support

Added support for \x06 colour token in the SayText2 usermessage. 

This will colourise the proceeding text with a team colour.

“clientIndex” should be set to the team index.

Named/hex colours (see above) are now supported via the SayText2 and ShowMenu usermessages

Released a cspromod-sdk (see http://bitbucket.org/saul/cspromod-sdk)

The server can now execute “jpeg” and “screenshot” commands on the client

Center print messages are now printed into the client console

HUD hints are now printed into the client console

Predicted attacks

Can be disabled with “cl_predict_attacks 0”

This will greatly improve responsiveness for players with high latency, and make attacks seem instant for low latency players.

If you seem to be getting false positives (i.e. players dying, then springing back to life), set “cl_predict_deaths 0”

Player name changes

Removed “setname” command

Use “setinfo name ‘new name’” in your scripts instead

Removed strict “setinfo” protections

Added “sv_min_name_change_interval” to specific the minimum number of seconds between each name change (set to 0 to disable, default 5)

Network graph changes

Added “sv_netgraph_allow_traffic” – allow clients to use net_graphs that show network traffic (0: restrict net_graph to 0 or 5)

Setting “sv_netgraph_allow_traffic” to 1 sets the “traffic-netgraph” tag in the server browser

Add “net_graphlegend” (default to 0) to enable the colour legend to the left of the graph.

Intermission changes

Map transition is now done at round end for intermission

Radar and scoreboard are now locked on intermission

Crosshair updates

Added cl_crosshair_outline and cl_crosshair_outline_color ConVars

Added cl_crosshair_color_waiting—the colour the crosshair will be when the weapon cannot be fired (e.g. when reloading, drawing, etc.)

Damage indicators

New damage indicators have been included in this version

Goldsrc sound spatialisation

All sounds now utilise the Source engine’s “compatibility mode”, which is used in Half-Life: Source, to use Goldsrc sound spatialisation

(spatialisation defines how sound is affected over distance, and through walls, etc.)

This makes all sounds in CSPromod sound even more like their Goldsrc equivalents

Improved footstep sound culling (this fixes footsteps being heard between upper/lower Nuke)

Bots

Improved “bot_sendcmd” functionality (bots can now use FCVAR_GAMEDLL commands)

Bots now autobuy on spawn

Bots now check hiding spots

Bots no longer think they’re stuck in freezetime

Eye movement is now smoothed

Added bot_nav_rebuild_path ConVar to rebuild all bot's navigation paths (useful when fixing nav mesh with stuck bots)

Added bot_roam ConVar to allow bots to roam the world

Flagged bot_attack_force as FCVAR_CHEAT

Removed FCVAR_CHEAT from bot_attack, defaulted to 1

Added bot_difficulty ConVar

Added bot_move_to ConCommand: Move all bots to a certain position. Syntax:

nav_generate now starts at player spawnpoints, reducing the need for nav_mark_walkable when generating navigation meshes

Bots now have names (see cfg/bot_settings.cfg)

Added bot_quota - Ensure that the server always has this number of players (remainder is filled with bots)

Added bot_join_after_humans - Only fill server (using bot_quota) when human players are in game

Greatly improved bot traversal when trying to move off a ledge

Bot movement now more accurately reflects normal player movement

Added “bot_impulse” ConVar

New menu system

It is now possible for players to use the new menu system that is used in the deathmatch gamemode.

Added “menu_show” ConCommand to display a message on a menu on screen

Added “menu_open” ConCommand to open a menu file (see the cfg/menus/ folder)

Gamemodes

Added a deathmatch gamemode. This can enabled by launching with “mp_gamemode dm” or including it in per-map config files

Added “cl_dm_help” ConVar to disable “Press B to open buy menu” hints, amongst other tips

New round reward algorithm that replicates the formulae used to calculate round rewards in 1.6

Added mp_dm_freeforall: Enable free-for-all deathmatch (default: 1)

Added mp_dm_weapon_dissolve_delay: Dissolve dropped weapons after this many seconds (default: 5)

Added mp_dm_spawn_protection: Spawn protection time in seconds (note: firing a weapon disables spawn protection) (default: 2)

Added mp_dm_avoid_teammates: Disable collisions between teammates (default: 1)

Added mp_dm_spawn_protection_alpha: Alpha of players when they are spawn protected (default: 190)

Added mp_dm_spawn_armor: What armor coverage players should spawn with (0 = none, 1 = vest, 2 = vest + helmet) (default: 0)

Added mp_dm_spawn_grenade_he: Do players spawn with a HE grenade (default: 0)

Added mp_dm_spawn_grenade_flash: How many flash grenades to spawn with (default: 0)

Added mp_dm_spawn_grenade_smoke: Do players spawn with a smoke grenade (default: 0)

Added mp_dm_clip_regen_amount: How much reserve ammo to give players (occurs every mp_dm_clip_regen_interval seconds) (default: 1)

Added mp_dm_clip_regen_interval: Every # seconds, increment player's reserve clips (0 = disable, default: 0.2)

Added mp_dm_idle_lives: After this many lives idle (i.e. not moving), punish the player (default: 4)

Added mp_dm_idle_punish_mode: When a player has been idle for "mp_dm_idle_lives" lives, use this method of punishment (0: kick, 1: move to spectator, default: 0)

Added mp_dm_idle_pos_tol: If the player moved less than this many inches in a life, count it as an "idle" life (default: 12)

Added mp_dm_idle_ang_tol: If the player's view moved less than this many degrees (any direction) in a life, count it as an "idle" life" (default: 20)

Added mp_dm_kill_hpreward: How much HP an attacker is rewarded upon killing a player (default: 0)

Added mp_dm_kill_hpreward_hs: How much extra HP an attacker is rewarded upon headshotting another player (adds onto mp_dm_kill_hpreward, default: 0)

Added mp_dm_respawn_mintime: Minimum number of seconds that a player must wait before being able to respawn (default: 1)

Added mp_dm_respawn_maxtime: Maximum number of seconds that a player can wait before respawning (0 = allow infinite wait, default: 4)

Added cl_dm_auto_secondary: Automatically re-apply silencer/burst-fire mode on respawn (default: 1)

Added cl_dm_help: Enable help hints (default: 1)

Added cl_dm_kill_hpreward_color: Color of the kill reward screenflash. Use an alpha value of 0 to disable (default: 0 0 255 100)

Killstreaks HUD panel

This HUD panel is shown in deathmatch gamemodes in the bottom-right of the screen.

Added hud_kill_streaks: Show kill streaks in deathmatch gamemodes (default: 1)

Added hud_kill_streaks_log: Enable console output for kill streaks (default: 0)

Fixed team-specific items (defuser/bomb) being carried over with a player when they were team balanced

Radar now updates every half second for players outside of the PVS

Fixed smoke not always emitting

Flashbang grenades now stack correctly

Fixed delayed animations (jump, crouch, flinches)

Headshots now cause a spark with helmet

Fixed “100HP” being red on the HUD after round restart

Primary and secondary weapons now reload on round restart

Added 1.6 style bullet hit view punches

Bomb plant now warns when the player tries to plant outside of the bomb zone

“rcon” now features auto-completion in the game console

Added C4 explosion decal

sv_gravity now properly affects physics objects on change (map change is no longer required)

Reduced per-player network traffic (should reduce choke)

Enabling friendly fire now sets the “friendlyfire” tag in the server browser

Fixed potential team change exploit

Fixed “-dxlevel” not working in launch options

Fixed delay with players transitioning from death animation to ragdoll on death

The “Server cvar X changed to Y” message no longer truncates ConVar values over 16 characters long

On the scoreboard, the ping of the listen server host is now shown as “HOST”

Buy time message no longer shows at a 6 decimal place float

Improved grenade bounciness

A step sound is no longer played when landing on players

Improved bullet penetration

Added new custom grenade particle effect

“alias” can no longer alias over existing commands/variables

Defuse is now aborted in case of reload or weapon switch

Added new, smooth death camera

Chatbox is now cleared on level change

Added “steamid” ConCommand to display the current player’s Steam ID information

Added “csp_developers” ConCommand to show the current CSP developers active on a server

Fixed disconnect messages not showing for players you haven’t seen yet.

Added specific kick messages to chat.

Instead of “PlayerA left the game (Kicked by Console : reason here)”, the message is now “PlayerA was kicked”

Added csp_version command (client-side) and csp_sv_version (server-side) for verbose build information

Fixed crosshair being in the incorrect position at some resolutions

Fixed team colour in the top-right death notices changing for a player if they changed teams or disconnected

Added particle based muzzleflashes

Added muzzle smoke (disable with cl_barrel_smoke 0)

Fixed bomb beep frequency

Increased maximum players limit to 64 (from 32)

Fixed the UpdateRadar usermessage overflowing when a lot of players were out of PVS

The “toggleconsole” command can now be properly bound to any key

Updated team balancing:

Added messages when players are team balanced.

Bots are more favoured to be transferred, and more recently connected players are favoured over older ones.

“PlayerA dropped the bomb” and “PlayerA picked up the bomb” are now shown at the center of the screen as a Terrorist when the bomb is dropped/picked up

Fixed bullet penetration on Linux dedicated servers

Changing your name when dead no longer causes instant name change on the scoreboard

Closed several crash opportunities

Follow HLTV.org's Pus on Twitter.

Codebase Changelog R732-R932 (work in progress)
Chat system changes
Team names are now translated in the join message
Several chat messages are now coloured
All chat messages are printed into the console (in colour)
Added “echo_chat” command to echo a message to chat (useful for scripts)
Added colour support in chat
HTML-style colours in the format of {#RRGGBB} or {#RGB} are now supported
e.g. “Hey {#f0f}guys!” = Hey guys!
Note: this also works with the new “echo_chat” commands
Named colours are now supported:
{gold}, {dgreen}, {green}, {ct}, {t}, {grey}, {gray} 
Added “hud_chat_color” ConVar to enable/disable coloured chat messages
Renamed “hud_saytext_time” -> “hud_chat_time” (now also saves to config)
Renamed “hud_chatfilters” -> “hud_chat_filters” (now hidden)
Plugin support
Added support for \x06 colour token in the SayText2 usermessage. 
This will colourise the proceeding text with a team colour.
“clientIndex” should be set to the team index.
Named/hex colours (see above) are now supported via the SayText2 and ShowMenu usermessages
Released a cspromod-sdk (see http://bitbucket.org/saul/cspromod-sdk)
The server can now execute “jpeg” and “screenshot” commands on the client
Center print messages are now printed into the client console
HUD hints are now printed into the client console
Predicted attacks
Can be disabled with “cl_predict_attacks 0”
This will greatly improve responsiveness for players with high latency, and make attacks seem instant for low latency players.
If you seem to be getting false positives (i.e. players dying, then springing back to life), set “cl_predict_deaths 0”
Player name changes
Removed “setname” command
Use “setinfo name ‘new name’” in your scripts instead
Removed strict “setinfo” protections
Added “sv_min_name_change_interval” to specific the minimum number of seconds between each name change (set to 0 to disable, default 5)
Network graph changes
Added “sv_netgraph_allow_traffic” – allow clients to use net_graphs that show network traffic (0: restrict net_graph to 0 or 5)
Setting “sv_netgraph_allow_traffic” to 1 sets the “traffic-netgraph” tag in the server browser
Add “net_graphlegend” (default to 0) to enable the colour legend to the left of the graph.
Intermission changes
Map transition is now done at round end for intermission
Radar and scoreboard are now locked on intermission
Crosshair updates
Added cl_crosshair_outline and cl_crosshair_outline_color ConVars
Added cl_crosshair_color_waiting—the colour the crosshair will be when the weapon cannot be fired (e.g. when reloading, drawing, etc.)
Damage indicators
New damage indicators have been included in this version
Goldsrc sound spatialisation
All sounds now utilise the Source engine’s “compatibility mode”, which is used in Half-Life: Source, to use Goldsrc sound spatialisation
(spatialisation defines how sound is affected over distance, and through walls, etc.)
This makes all sounds in CSPromod sound even more like their Goldsrc equivalents
Improved footstep sound culling (this fixes footsteps being heard between upper/lower Nuke)
Bots
Improved “bot_sendcmd” functionality (bots can now use FCVAR_GAMEDLL commands)
Bots now autobuy on spawn
Bots now check hiding spots
Bots no longer think they’re stuck in freezetime
Eye movement is now smoothed
Added bot_nav_rebuild_path ConVar to rebuild all bot's navigation paths (useful when fixing nav mesh with stuck bots)
Added bot_roam ConVar to allow bots to roam the world
Flagged bot_attack_force as FCVAR_CHEAT
Removed FCVAR_CHEAT from bot_attack, defaulted to 1
Added bot_difficulty ConVar
Added bot_move_to ConCommand: Move all bots to a certain position. Syntax:
nav_generate now starts at player spawnpoints, reducing the need for nav_mark_walkable when generating navigation meshes
Bots now have names (see cfg/bot_settings.cfg)
Added bot_quota - Ensure that the server always has this number of players (remainder is filled with bots)
Added bot_join_after_humans - Only fill server (using bot_quota) when human players are in game
Greatly improved bot traversal when trying to move off a ledge
Bot movement now more accurately reflects normal player movement
Added “bot_impulse” ConVar
New menu system
It is now possible for players to use the new menu system that is used in the deathmatch gamemode.
Added “menu_show” ConCommand to display a message on a menu on screen
Added “menu_open” ConCommand to open a menu file (see the cfg/menus/ folder)
Gamemodes
Added a deathmatch gamemode. This can enabled by launching with “mp_gamemode dm” or including it in per-map config files
Added “cl_dm_help” ConVar to disable “Press B to open buy menu” hints, amongst other tips
New round reward algorithm that replicates the formulae used to calculate round rewards in 1.6
Added mp_dm_freeforall: Enable free-for-all deathmatch (default: 1)
Added mp_dm_weapon_dissolve_delay: Dissolve dropped weapons after this many seconds (default: 5)
Added mp_dm_spawn_protection: Spawn protection time in seconds (note: firing a weapon disables spawn protection) (default: 2)
Added mp_dm_avoid_teammates: Disable collisions between teammates (default: 1)
Added mp_dm_spawn_protection_alpha: Alpha of players when they are spawn protected (default: 190)
Added mp_dm_spawn_armor: What armor coverage players should spawn with (0 = none, 1 = vest, 2 = vest + helmet) (default: 0)
Added mp_dm_spawn_grenade_he: Do players spawn with a HE grenade (default: 0)
Added mp_dm_spawn_grenade_flash: How many flash grenades to spawn with (default: 0)
Added mp_dm_spawn_grenade_smoke: Do players spawn with a smoke grenade (default: 0)
Added mp_dm_clip_regen_amount: How much reserve ammo to give players (occurs every mp_dm_clip_regen_interval seconds) (default: 1)
Added mp_dm_clip_regen_interval: Every # seconds, increment player's reserve clips (0 = disable, default: 0.2)
Added mp_dm_idle_lives: After this many lives idle (i.e. not moving), punish the player (default: 4)
Added mp_dm_idle_punish_mode: When a player has been idle for "mp_dm_idle_lives" lives, use this method of punishment (0: kick, 1: move to spectator, default: 0)
Added mp_dm_idle_pos_tol: If the player moved less than this many inches in a life, count it as an "idle" life (default: 12)
Added mp_dm_idle_ang_tol: If the player's view moved less than this many degrees (any direction) in a life, count it as an "idle" life" (default: 20)
Added mp_dm_kill_hpreward: How much HP an attacker is rewarded upon killing a player (default: 0)
Added mp_dm_kill_hpreward_hs: How much extra HP an attacker is rewarded upon headshotting another player (adds onto mp_dm_kill_hpreward, default: 0)
Added mp_dm_respawn_mintime: Minimum number of seconds that a player must wait before being able to respawn (default: 1)
Added mp_dm_respawn_maxtime: Maximum number of seconds that a player can wait before respawning (0 = allow infinite wait, default: 4)
Added cl_dm_auto_secondary: Automatically re-apply silencer/burst-fire mode on respawn (default: 1)
Added cl_dm_help: Enable help hints (default: 1)
Added cl_dm_kill_hpreward_color: Color of the kill reward screenflash. Use an alpha value of 0 to disable (default: 0 0 255 100)
Killstreaks HUD panel
This HUD panel is shown in deathmatch gamemodes in the bottom-right of the screen.
Added hud_kill_streaks: Show kill streaks in deathmatch gamemodes (default: 1)
Added hud_kill_streaks_log: Enable console output for kill streaks (default: 0)
Fixed team-specific items (defuser/bomb) being carried over with a player when they were team balanced
Radar now updates every half second for players outside of the PVS
Fixed smoke not always emitting
Flashbang grenades now stack correctly
Fixed delayed animations (jump, crouch, flinches)
Headshots now cause a spark with helmet
Fixed “100HP” being red on the HUD after round restart
Primary and secondary weapons now reload on round restart
Added 1.6 style bullet hit view punches
Bomb plant now warns when the player tries to plant outside of the bomb zone
“rcon” now features auto-completion in the game console
Added C4 explosion decal
sv_gravity now properly affects physics objects on change (map change is no longer required)
Reduced per-player network traffic (should reduce choke)
Enabling friendly fire now sets the “friendlyfire” tag in the server browser
Fixed potential team change exploit
Fixed “-dxlevel” not working in launch options
Fixed delay with players transitioning from death animation to ragdoll on death
The “Server cvar X changed to Y” message no longer truncates ConVar values over 16 characters long
On the scoreboard, the ping of the listen server host is now shown as “HOST”
Buy time message no longer shows at a 6 decimal place float
Improved grenade bounciness
A step sound is no longer played when landing on players
Improved bullet penetration
Added new custom grenade particle effect
“alias” can no longer alias over existing commands/variables
Defuse is now aborted in case of reload or weapon switch
Added new, smooth death camera
Chatbox is now cleared on level change
Added “steamid” ConCommand to display the current player’s Steam ID information
Added “csp_developers” ConCommand to show the current CSP developers active on a server
Fixed disconnect messages not showing for players you haven’t seen yet.
Added specific kick messages to chat.
Instead of “PlayerA left the game (Kicked by Console : reason here)”, the message is now “PlayerA was kicked”
Added csp_version command (client-side) and csp_sv_version (server-side) for verbose build information
Fixed crosshair being in the incorrect position at some resolutions
Fixed team colour in the top-right death notices changing for a player if they changed teams or disconnected
Added particle based muzzleflashes
Added muzzle smoke (disable with cl_barrel_smoke 0)
Fixed bomb beep frequency
Increased maximum players limit to 64 (from 32)
Fixed the UpdateRadar usermessage overflowing when a lot of players were out of PVS
The “toggleconsole” command can now be properly bound to any key
Updated team balancing:
Added messages when players are team balanced.
Bots are more favoured to be transferred, and more recently connected players are favoured over older ones.
“PlayerA dropped the bomb” and “PlayerA picked up the bomb” are now shown at the center of the screen as a Terrorist when the bomb is dropped/picked up
Fixed bullet penetration on Linux dedicated servers
Changing your name when dead no longer causes instant name change on the scoreboard
Closed several crash opportunities
nice
2012-07-04 17:51:45
nice ?
no pictures = no nice :) !
HAHA
2012-07-04 18:39:20
+1
2012-07-04 20:24:17
+1
2012-07-04 21:27:46
+1 xD
2012-07-05 11:50:59
can't you read the fucking article ? ffs
2012-07-05 12:30:19
by: Jawnt
#2
ProMod > GO
2012-07-04 17:52:18
1.6 >ProMod > GO
2012-07-04 17:52:45
gj
2012-07-04 17:52:52
CS 1.6 > GO > Pro Mod. Its just a waste of time
2012-07-04 17:52:53
how so?
2012-07-04 17:55:09
CSP > CS:GO

any day, any time, any way, by far
2012-07-04 17:56:04
by: Pus - HLTV.org
#25
CS 1.6 / CSPromod > tbh
2012-07-04 17:59:16
Like your opinion isn't biased...
2012-07-04 22:41:55
by: Pus - HLTV.org
#174
Biased towards what? 1.6 and CSP? One of the two?
2012-07-04 22:55:49
I haven't seen anything positive you wrote for GO.
2012-07-04 23:16:32
by: Pus - HLTV.org
#180
That doesn't make me biased. That's me not liking the game. I've written several pieces on CS:GO, however.
2012-07-04 23:20:29
So if you like a game more than another, that makes you biased? I think you need to look up what 'biased' means.
2012-07-13 13:39:35
Hate it when people just leave a random comment without any reason and leave
2012-07-04 18:26:20
GO is a waste of time.
2012-07-05 13:12:54
You are a waste of life bandwidth
2012-07-06 15:04:31
Your birth was a waste of time.
2012-07-06 19:57:24
Cool. Hopefully we get 1.09 soon.
2012-07-04 17:53:03
WADAP CSGO!?
2012-07-04 17:53:06
That's tons of updates
2012-07-04 17:53:31
by: Z1rK
#10
fuck CS GO , Lets plat CSP ! :)
2012-07-04 17:53:35
all people know that: cs 1,6 > cs promod > cs:go > cs source :X
2012-07-04 17:53:36
by: Z1rK
#12
PLAY
2012-07-04 17:53:42
i vaz waitin for dis uploWD
2012-07-04 17:53:53
my face when its still the same
2012-07-04 17:54:04
hope still alive....
2012-07-04 17:54:58
<3
2012-07-04 17:57:11
nice
2012-07-04 17:58:17
1.08 is not that bad , they just need to fix spraying with guns and to fix sound :)
2012-07-04 17:59:01
and the models when holding grenades and running.
2012-07-04 21:06:56
yeah also that , and there is one more thing , animation when you kill enemy :)
2012-07-04 21:49:39
pro mod seems a lot better than cs go
2012-07-04 18:01:08
good!
2012-07-04 18:01:16
damn it took me a while to read all that shit :D
great jobs guys from the promod team
2012-07-04 18:02:36
CSP is not a bad game at all but the problem is that the game is not innovative enough to please sponsors.
2012-07-04 18:03:03
If people play and watch the game the sponsors will like it.
2012-07-04 19:02:22
That's the problem. Only current 1.6 players would like and play CSP. For new (young) gamers who are looking for 'awesome' games are not interested in a game that looks like it was made 10 years ago.
2012-07-04 20:20:48
Of course CSP is not on the same level as BF3, but a FREE game with these visuals..

http://j0lt.cspromod.com/csp_aztec/screenshots/8.j..

..will attract a lot of people.

btw: CS:GO doesn't look that much better.
2012-07-04 20:25:15
Free to play. CS reputation. Decent graphics.
2012-07-04 20:30:16
by: fuad
#32
promod > GO
go is f****ckin bullshit now
2012-07-04 18:04:00
How can the 1.6 community not be supporting ProMod and coming up with shit retarded posts like "x>y".

Isn't Promod meant FOR the 1.6 community. Isn't this what we wanted? 1.6 with better graphics to attract more people?

Retards judging something without even playing it.
2012-07-04 18:05:41
Is the final 1.09 out?
2012-07-04 18:27:43
Nope
2012-07-04 18:30:28
how about reading?
2012-07-04 19:00:03
I'm just really getting confused. They have released the changelog but not the game.
I thought they release the changelog with the game. Or this is the to-do-changelog?

My bad but i'll directly download the final 1.09 version
2012-07-04 23:24:39
Finally someone with brain.

ProMod is made to unite scattered fans between 1.6 & CSS and to take competitiveness of the game to another level, yet some comments here made me doubt if this community is even worth to be saved. Once I'm proud to be called 1.6 fans, but the maturity behavior of this community now is a joke.
2012-07-04 18:33:47
by: ohai
#87
These were good graphics when Source came out. It's now eight years later, and the graphics will attract no one. CSS came out just five years after CS originally did, so graphics in games coming out today have had a longer time to improve over CSS than CSS did over CS.

Yeah it's stupid people are so adamant about saying how much better 1.6 is over Promod, but it's equally stupid to think that even if the whole 1.6 community switched over to Promod, because of its graphics, it would attract new players and reinvigorate the community.
2012-07-04 18:48:23
I agree but I never mentioned anything about the entire 1.6 community switching to Promod just so that new players can be attracted.

1.6 does look like a 12 year old game, Promod doesn't. Although it doesn't look as 'new' as the current games coming out but it still looks fairly decent. Hence, it has more potential to attract new people than 1.6 today.

One possibility I find (which probably will not happen) is that if Promod ever does become a successful game with decent graphics and a similar gameplay to 1.6, it might become something popular and would get developed further in terms of graphics. Larger gaming companies might buy it later on and take the project further, advertise it to the masses.

I know I am pulling strings here, but it's still an entirely positive project from my perspective rather than playing 1.6 with a close mind. I am not a fan of GO and Source and I understand what people say. But Promod on the other hand is being designed to match 1.6, which is what we want and I think all that hard work they're putting in for us should be appreciated and people who randomly post "1.6 forever" thinking they are some kind of 'true fans' or something are living in a delusion. Ignorant of them in all honesty.
2012-07-04 19:01:07
I'm not sure I agree it could accomplish anything at this point, but I definitely definitely definitely agree it's an entirely positive project, which makes all the hate posts (1.6 > promod, promod is shit, etc.) very confusing.
2012-07-04 19:14:11
"It's now eight years later, and the graphics will attract no one. "

what do you mean? CS:GO Graphics aren't that much different...
2012-07-04 20:14:03
They are noticeably different, but let's put that aside a second.

The equation given is "CSP = 1.6 + good graphics". That was the initial purpose of CSP, to make a cs game with a modern look so that CSS wouldn't be able to hold that over 1.6. My statement is meant to say the graphics add nothing to it, and moreover it's pointless to bring it up to CSS's level because CSS is pretty much dead and will die completely when CS:GO comes out. They will not cause the community to grow. They may be better than 1.6's, but that does not make them modern. 1.6 is a game running on a 13 year old engine. CSP is a game running on an eight year old engine. CSP's is closer to modern but far enough away that it can't draw anyone new in even when teamed up with 1.6's gameplay. CSP cannot make the claim that it is original CS with up-to-date graphics--as was its original raison d'etre--because the Source engine is old, so, again, it will not 'sell tickets'.

The other argument that's been given is sponsors don't want to put money into tournaments with old graphics that could run on any computer run in the last decade. The same basically holds for the Source engine now anyway, but we can put that aside entirely because, as Carmac said in his interview recently, that whole statement is wrong; they put games in based on international popularity, not graphics, and their sponsors have never mentioned graphics anyway, so again CSP's updated look is irrelevant to boosting CS's popularity.

Going even farther than my original statement, it's clear these days that competitive FPS is entirely dead when it comes to large, international tournaments, so even if Promod's look was miraculous, it would not solve the problem of a dwindling community and lack of lans.
2012-07-04 22:48:56
every line of code from promod was written by their developer's team, that said. They can just port the game over to ANY graphic engine out there.

so who gives a fuck about the graphics, what CSPromod is to us is a CS made by the community for the community, which can be played with whatever graphics we might need to compete with new FPS titles.
2012-07-05 01:24:06
If you look at the bug list of every release, you can see it's not trivial to get it working on the Source engine. Some of the code could possibly be moved over with little work, but it will still take a long time to get everything working. Considering it's taken 5 years and counting to get it on one engine, if you think they'll decide to try again by moving it over to another engine, you're deluded.

Post edited 2012-07-05 01:56:37
2012-07-05 01:55:50
+1
2012-07-04 18:49:32
I can't wait to try it out with these modifications!!!
2012-07-04 18:06:46
CSP >>>>>>>>>>>>>>>>>>>>> CS:GO !!!!
2012-07-04 18:07:15
2 years too late :/
2012-07-04 18:07:28
i am installing promod now. lets see :)
2012-07-04 18:08:18
nice! hope that it will be there soon cause its much better than source and cs:go
2012-07-04 18:09:15
1.09 should be out end of this month or next. That's the latest - every one is working there arses off at the minute.
2012-07-04 18:10:42
<3
2012-07-04 18:58:33
Really nice with these updates <3

But i cant seem to see any updates about the player models yet? thought they were supposed to be in 1.09
2012-07-04 18:11:28
no , they will be in 1.1 dude , that's the final release pos-beta , when everything will be at work.
2012-07-04 18:13:17
pos-beta? and beta when?
btw who created promod, valve?
2012-07-04 18:40:38
It's made by the community, for the community.
2012-07-04 19:02:35
GO PROMOD !

so , admins , will you do that showmatch i asked you ? ^^
2012-07-04 18:11:55
I dont have source :(

1.6 4ever..
2012-07-04 18:12:19
You don't need source.

It's for free.
2012-07-04 18:13:41
But always be free? or just because it's a beta
2012-07-04 18:20:07
always will be free
2012-07-04 18:29:46
you need a source account!
2012-07-04 23:13:13
What do you mean by "source account"? CSS?

You don't need CSS. Just download SDK base 2007 under "Tools" and install CSPromod (if there's no SDK, download TF2. TF2 is for free and a source-engine game).
2012-07-04 23:20:24
you dont need to buy source?
2012-07-04 23:27:16
no. since TF2 is for free, CSP is fro free too.
2012-07-04 23:28:29
and where did i get the source engine for it? dont you need a "cd"?
2012-07-04 23:35:03
1. Open steam.
2. Search for "Team Fortress 2" in the steam-shop and download it (it's for free!).
3. Now go to your game library in steam, klick on "Tools" and download "SDK 2007".
4. Download CSpromod here (use mirror, not torrent):
http://wiki.cspromod.com/Download
5. Restart steam and play CSP.

Some people say step 2 isn't even necessary, but I'm not sure about that.

You get the source engine by downloading TF2. As far as I know you can even cancel the installation of TF2 at 1%. It's enough to get access to the SDK 2007.
2012-07-04 23:45:45
ok thanks alot!! :)
2012-07-05 08:48:11
you dont need to

download source sdk base 2007 from steam tools

then install cspromod , and there you go :)

Post edited 2012-07-04 18:14:05
2012-07-04 18:13:49
Thanks for info ;)
2012-07-04 18:20:14
np , if you want help in anything just pm me
2012-07-04 18:30:00
just need that tool, and the aplication, it doesnt need any patch or something?

Post edited 2012-07-04 19:21:29
2012-07-04 19:19:44
no , just download it , do you need any help ?
2012-07-04 20:03:36
already done, thanks, it works!
but... theres any server that we can play?
2012-07-04 20:12:11
yes , just do like this:

go to find servers , in the bottom left you will see a thing like , map names , orso , you press on that and refresh , you'll see alot of servers , hf :)
2012-07-04 20:13:33
yeah but, i can't find a single server!
2012-07-04 20:19:03
bro can you add me on steam ? it's easyer to explain in portuguese xd
2012-07-04 20:24:34
CS PROMOD > CS:GO !!
2012-07-04 18:14:05
1.6 > PROMOD > GO
2012-07-04 18:16:19
and how many updates in future? 1.09 1.10 5.80 24.50?
2012-07-04 18:17:55
Constantly improved until satisfied.
2012-07-04 18:20:24
They suggested that 1.1 will be released this year. Then again, they promised bi-monthly updates at that time too...
2012-07-04 18:20:51
Why not. That's how game-developing works.
Look at CS 1.6's past:

Beta 1.0
Beta 1.1
Beta 1.2
Beta 2.0
Beta 2.1
Beta 3.0
Beta 3.1
Beta 4.0
Beta 4.1
Beta 5.0
Beta 5.2
Beta 6.0
Beta 6.1
Beta 6.5
Beta 6.6
Beta 7.0
Beta 7.1
CS 1.0
CS 1.1
CS 1.3
CS 1.4
CS 1.5
CS 1.6

2012-07-04 18:27:31
i dont think that ppl gonna wait for this game 2-3 years
2012-07-04 18:33:32
The first version out of BETA will be released in 2012. At least that's what they announced.

Post edited 2012-07-04 18:37:45
2012-07-04 18:36:50
??? ...

1. We already do.
2. They said the first out-of-BETA-version (1.1) will be released in 2012.

The game is already very good. Just some visual improvements needed.
2012-07-04 18:36:52
2. They said the first out-of-BETA-version (1.1) will be released in 2012.

But do u trust them about the time? They were saying " we'll update BETA for every month"
Last update came 10 months ago
2012-07-04 18:40:04
I hope so and I'm sure they do their best.

Fixing bugs can be a very tough thing. Can't really say much about the required time in advance.

Never forget: They don't owe us anything since we never paid for their work. They do this for free. It would be wrong to blame them.
2012-07-04 18:48:16
I'mnot blaming.
2012-07-04 19:26:54
They dont get paid. So cut the crap.
2012-07-04 18:59:45
This.
2012-07-04 19:03:32
Yes i should pay them right?
We're responsible for actions, not excuses.
2012-07-04 19:23:01
you are right!
i know that these people get not payed right now, but it needs to much time!..
they should get out this game in this year or they can forget it!

and ofc they will get a lot of money if csp is ready!
2012-07-04 23:16:59
Though I wouldn't mind promod breathing some life into the game until the release of cs 2 (which valve has implied that will be done), the main reason I am happy about this project is that this is a good fall-back in case cs 2 ends up sucking, since most of the groundwork is already done they can start porting it onto that engine, and we'll get the promod we wished we had in 2006, on a whole new engine.
2012-07-04 18:19:58
Nice, better than cs go atleast
2012-07-04 18:20:59
If it'snot about graphics so why would players switch to CSP?
They said CSP 1.1(not BETA) will be released in this year but i think even Valve's better than them about timing.
2012-07-04 18:21:20
CSP's better graphics and free to play will attract new players.

The reason for IEM killing 1.6 was because it's not global, and the better netcode will allow for international games without lag, so americans can practice with europeans and get a topteam again.


2012-07-04 19:06:06
+1 gogo CSP
2012-07-04 19:07:27
it will only attract casual gamers. Why would people decide to play CSP instead of Battlefield 3,Call Of Duty or Medal of honor?
Kids needs at least 4 years to be average player in this game. Do you think new players will start to follow CS in eSports immediately? And tell me, how can they advertise CSP? Valve's using CS1.6 events, fairs to advertise CS:GO. They made 1.6million dolar tournament for DotA 2. What can CSP developers make?

Post edited 2012-07-04 19:28:04
2012-07-04 19:19:15
Totally agree with you.
2012-07-04 19:33:29
Have you ever seen advertisement for Minecraft? I haven't. It's the community who made it big. Just by talking about it.

CSP is for free and that's a huge thing: TF2 almost died after its release but some years later Valve made it f2p and now TF2 got more players than CS. Just because it's free and because the community produce thousands of fan-videos and other stuff. And this game didn't even have a community before (the TF classic community died in 2002).

There's also no expensive marketing for CS:GO. Valve's marketing-strategy is simply called "Beta-key".

Another example is Crossfire. The game is terrible but there are a lot of people playing it just because it's free.

Back to 16/CSP: Public servers are still full of noobs. If you're not absolutely untalented you can easily be an average public player after 1-2 month. Especially if a lot of other new people start playing the game.

Post edited 2012-07-04 19:49:41
2012-07-04 19:48:06
So you started to play CS in Steam?
There are non-steam servers for 1.5,1.6 and source. And there's no rule like you can't follow your game in eSports if you didn't buy it.
"Valve's marketing-strategy is simply called "Beta-key". "
ROFL.
You don't know how many CS:GO has been showed in fairs. E3 2011, PAX 2011..

Post edited 2012-07-04 21:13:28
2012-07-04 21:05:11
I started playing CS 3 years before Steam even existed...

Yes, you're right about the non-steam part but I don't think people who don't own CS on steam really follow esport since you need a Steam-ID to play CS in leagues like ESL or ESEA.
2012-07-04 21:12:25
You don't have to be in league or in ESL. everybody knows why HLTV.org is here today.

Post edited 2012-07-04 21:19:31
2012-07-04 21:18:04
ESL can create tournaments. I don't see why developers needs to do it?
2012-07-04 20:29:20
ESL's tournaments aren't enough to advertise a game.You have to show your game to everyone. It should be on news on gaming sites like CS:GO. How many people you can catch? IEM had 70k viewers with 100.000 dollars.
Call of Duty franchise sees 40 million monthly active users and it'snot still an eSport.

+ #146

Post edited 2012-07-04 21:10:46
2012-07-04 21:02:16
+1
2012-07-04 23:22:34
End of september guys.. end of september
2012-07-04 18:25:38
1.09 release or 1.1?
2012-07-04 18:35:58
After 1.09 is out, prepare for unforeseen consequences, literally ;D

Post edited 2012-07-04 18:32:17
2012-07-04 18:27:05
Yes... A Resonance Cascade is nothing compared to what's about to happen ;]
2012-07-05 09:10:54
LOl
2012-07-04 18:31:48
CSP > CSGO


gogogo promod!
2012-07-04 18:32:12
cs1.6 < all -.-
2012-07-04 18:32:15
I love promod! Screw GO!
2012-07-04 18:32:48
h@h@ smart bots
2012-07-04 18:37:41
1.6 > CSP > CS:GO

Will definately try it when its released. \o/
2012-07-04 18:46:41
PR@M@D H@@ETA
2012-07-04 18:46:58
i allways loved cs 1.5 and then when 1.6, when it comes out. but its to much time without any new. this csp is great. i ve try 1.3 1.5 1.6 source csp and cs:go and for me csp could be the best in his final version. way better then cs:go this game has everthink to replace cs 1.6 on big tournaments. i hope so

Post edited 2012-07-04 18:51:17
2012-07-04 18:51:09
+1
2012-07-04 19:52:58
:D
2012-07-04 18:51:45
1.6 / CSP > tbh
2012-07-04 18:54:00
<3 CSP. Fking awesome game!
2012-07-04 19:00:49
CSP is looking strong!! gogogogo CSP save us!
2012-07-04 19:06:36
100% behind promod since day 1 even thu they takin ages hopfully this become the next big thing n cs lives on
2012-07-04 19:08:57
http://i2.kym-cdn.com/photos/images/original/000/1..

:D

Post edited 2012-07-04 19:20:18
2012-07-04 19:15:15
HAHAHAHAHA xD
2012-07-04 23:24:43
Can't wait till it will be finally released!
I would prefer CSP to CS:GO! CSP is 1.6 with better graphics, don't understand why someone is opposed to it considering the fact that CS1.6 was already removed as main title from many tournaments, so now it is a matter of time before admins decide to choose between CSP and CSGO, hopefully CS Promod will take this one, of course, with all ours support!
2012-07-04 19:19:18
cool!
2012-07-04 19:30:57
promod has lots of aspects from 1.6,
for example only the graphics are like source, but the boxes are orderd like 1.6.
csp is a very alternative to 1.6!
way better as go :D
2012-07-04 19:40:22
I am in love with this game the source graphics and 1.6 gameplay wow...
2012-07-04 19:41:04
cs promod strong cs go wrong
2012-07-04 19:41:49
Nice!
2012-07-04 19:48:09
Imo Promod> 1.6. Id like to play Pmod instead of old 1.6
2012-07-04 19:56:25
west europe servers please!???
2012-07-04 19:56:53
one question: theres any server or how i can put bots to play?!
2012-07-04 19:57:36
csp = cs 1.6 actually its better its 1.6 with better graphics and a lot better menu
2012-07-04 20:00:29
the best of the other versions of cs... but! cs1.6 > all
2012-07-04 20:03:19
guys , i've made a group to support cspromod and i count with you , if you want you can join , it's just to see how many people want to support and cheer for promod :)

here's the group: http://steamcommunity.com/groups/suportcsp
2012-07-04 20:05:48
How can i find console in csp? Is it bind for 0?
2012-07-04 20:18:26
no , go to menu and there's a thing saying console just click on it
2012-07-04 20:25:18
Oh i didnt see it :D thx:)
2012-07-04 20:28:16
A good and honest effort, but too damn late. CS:Promod has Source graphics and they are already outdated when compared to BF3, COD and even CS:GO (talking about just graphics).

So, no new players (maybe CS 1.6 and Source like it) and the sponsors don't invest in it.

Anyway, good effort.
2012-07-04 20:29:33
such a great news, i have the 1.08 version, but i don't can play it with bots, i really prefer CSpromod instead of CS:GO
2012-07-04 20:41:58
CS 1.6 = CS Promod
2012-07-04 21:03:03
>>>>>>>>>>>>>>
2012-07-04 21:06:38
not yet
2012-07-04 21:08:33
i think they are in right way,but at this moment they need to work and work with csp.
2012-07-04 21:27:54
GO PROMOD
2012-07-04 21:12:24
I'm sorry guys, but why would someone want just a copy of 1.6 with all bugs IMPLEMENTED in it? I have to say that some decisions of the developers are really retardet, like why are they not using the Source-like gravity of grenades? It doesn't afflict the gameplay in any matter. Or why they're making the animations and everythink else so ugly?

I was a fan of CSP when 1.04 came out, they said they'll use the best from CS 1.6 and Source (and I think it is possible), but now I'm very sad about their decisions, making an exact copy with no "evolution".
2012-07-04 21:26:28


What "bugs"? I'm sure you're talking about the russian walk: They fixed it in CSP. You can still do it, but it doesn't affect your hitboxes (they don't get pushed out of your model). And as far I know you can't cheat by binding duck on your mouse-wheel.

The animations in CSS look very VERY retarded (and CS:GO got terrible animations too). So do the current CSP animations but they are working on new animations and what I've seen looks very promising:

http://www.youtube.com/watch?v=n-uhvXm7uxM

The gravity of grenades doesn't affect the gameplay?! Seriously?



2012-07-04 22:37:58
CS:S nade physics are horrible, sorry. Realistic, yes. Good? No.
2012-07-05 05:20:09
1.6>source,promod,cs:go
2012-07-04 21:38:32
http://i3.kym-cdn.com/entries/icons/original/000/0.. , still we need csp , it's the perfect game to replace 1.6
2012-07-17 07:55:00
Nice "news"
2012-07-04 21:49:55
If a changelog is released then something big must be happening soon.

Day shit cray.
2012-07-04 21:52:13
Same recoil as 1.6 or gtfo :D
2012-07-04 21:56:11
it is the same.
2012-07-05 05:20:23
I see you haven't played CSP yet
2012-07-05 09:23:58
did you played 1.09 ? the recoil is perfect
2012-07-05 11:19:09
they need to make cspromode run on 1.6 engine not on source
2012-07-04 22:19:21
That would make absolutely no sense...
2012-07-04 22:25:09
you win the prize for biggest fail comment of the news post
2012-07-04 22:51:07
haha :D
2012-07-04 23:23:31
CSP on 1.6 engine = cs:cz, sup ?
2012-07-05 00:06:57
Awesome game, pro's will play it at least on the side, keep up the great work!
2012-07-04 22:59:44
amazing game, but it needs to much time...
2012-07-04 23:23:05
what I like the most about CSP is that they at least know what the CS community likes, unlike Valve/HPE that is pretty much satisfying the casual gamers market with their new needless stuff like ELO rankings and fog.
2012-07-04 23:30:08
downloads?
2012-07-05 00:01:14
for me, the problem of promod is the list of servers.. so few!
2012-07-05 00:41:01
DIDN'T READ LOL
2012-07-05 02:44:36
People don't realise how pointless it is having a mod like CSP. My main point: If you can't draw in new players - how do you sustain a scene? You don't.

As much as I like the attempt by the CSP guys, the game has to grow organically from mainstream sales (or be free eventually). That's how the original CS got huge, EVERYONE bought HL and downloaded that awesome mod called Counter-Strike.

This is why I'm holding out for Valve to take the Dota 2 approach toward CS when HL3 comes out. Instead of making their own new addition to the series they just keep the core mechanics of 1.6 and give it a wonderful new look :D.

Hoping is the key word here though ;p
2012-07-05 04:05:37
CSP is f2p, hopefully that'll draw players.
2012-07-05 05:22:34
+1
2012-07-06 15:47:13
This shit still not ready?

7 years now, seriously.
2012-07-05 04:23:40
Well, look at Black Mesa ;]
2012-07-05 09:24:40
Go on, then. I'm sure you will do better.
2012-07-05 14:36:00
why so many graphics for an online game?
2012-07-05 09:47:13
bcoz we are living in 2012 and we can use better hardware than 386?
2012-07-05 15:00:49
but he still live in XIX century :)Please, be forgiving. :))

Post edited 2012-07-06 10:16:20
2012-07-06 10:15:44
Really good but still new update with old models.
2012-07-05 09:49:10
PROMOD!!!!
2012-07-05 11:06:24
it was planned for early 2012!
I'm a big fan of csp, I have to admit I really enjoy cs:go and I play less and less 1.6 :)
There is just one thing about all the people I see stating csp rox : why aren't you playing?
and don't say "nobody is playing" that would be the stupidest answer :)
2012-07-05 16:54:32
by: 511
#218
I like everything about cs:promod except the de_dust2 and de_inferno map graphics & the sound
2012-07-05 17:56:06
The future of CS is here <3
2012-07-05 23:22:46
HL2 Engine is suck if we talk about the player models.

Post edited 2012-07-06 10:13:55
2012-07-06 10:13:35
The engine has nothing to do with models. Have you played Half-Life 2? Look at Alyx's animations.
2012-07-06 19:54:24
Yep! Models in HL2 do not moves by the engine ... are you mad ?
2012-07-09 13:00:08
so this is 1.6 with source graphics, who needs that? get the fuck out with that shit
2012-07-06 15:46:27
you'll need it when 1.6 dies. kthnxbye
2012-07-07 13:35:40
+1
2012-07-09 13:06:24
Counter-Strike as a future esport-titel needs this.
2012-07-09 13:37:19
Only 6 years later too!
2012-07-07 03:21:19
i <3 cs promode
2012-07-10 00:46:50
nice!!!
2012-07-10 13:37:12
Good news for CSP:

http://steamcommunity.com/greenlight/


We, the fans of CSP, will be able to make CSP an official steam-game!

2012-07-10 16:03:24
and that is caring for community.. not like other CS:GO shit faces
2012-07-10 22:06:47
GO CSP :)
2012-07-12 10:03:34
Keep up the good work, guys. Have some word with Carmack and maybe we'll see some CSP tournament coming.
2012-07-17 07:29:00
<3 This heart is to everyone who make CS Promod.

.|. This finger is to everyone who make CS:GO
2012-07-17 07:32:09
Promod > GO

Fuck it
2012-07-17 07:46:28

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