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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.
great jobs guys from the promod team
http://j0lt.cspromod.com/csp_aztec/screenshots/8.j..
..will attract a lot of people.
btw: CS:GO doesn't look that much better.
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.
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.
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.
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.
what do you mean? CS:GO Graphics aren't that much different...
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.
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.
Post edited 2012-07-05 01:56:37
But i cant seem to see any updates about the player models yet? thought they were supposed to be in 1.09
so , admins , will you do that showmatch i asked you ? ^^
1.6 4ever..
It's for free.
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).
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.
download source sdk base 2007 from steam tools
then install cspromod , and there you go :)
Post edited 2012-07-04 18:14:05
Post edited 2012-07-04 19:21:29
but... theres any server that we can play?
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 :)
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
Post edited 2012-07-04 18:37:45
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.
But do u trust them about the time? They were saying " we'll update BETA for every month"
Last update came 10 months ago
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.
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!
They said CSP 1.1(not BETA) will be released in this year but i think even Valve's better than them about timing.
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.
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
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
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
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.
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
Post edited 2012-07-04 18:32:17
Will definately try it when its released. \o/
Post edited 2012-07-04 18:51:17
:D
Post edited 2012-07-04 19:20:18
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!
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
here's the group: http://steamcommunity.com/groups/suportcsp
So, no new players (maybe CS 1.6 and Source like it) and the sponsors don't invest in it.
Anyway, good effort.
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".
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?
Day shit cray.
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
7 years now, seriously.
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 :)
Post edited 2012-07-06 10:13:55
http://steamcommunity.com/greenlight/
We, the fans of CSP, will be able to make CSP an official steam-game!
.|. This finger is to everyone who make CS:GO

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