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Counter-Strike: Source & HL2 Mods Mods, Maps and other Custom Content

 
 
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  #21 (permalink)  
Old 10-18-2007, 10:05 PM
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Quote:
Originally Posted by YankeeDeuce View Post
Took them 2+ years to do this, only decent thing is the GUI.

Nades are horrible, only good thing is instant smoke.
Maps look worse than 1.6
Recoil is nothing like 1.5 like they said, and is garbage compared to 1.6 or css.
Netcode is worse than 1.6 or css, which doesn't make any sense.
Spawning in walls. Or inn the ground. Or in the middle of B. WTF?
crouch peek doesn't feel right.
crashes more often than not.


like i said. awful.
Yeah I've noticed the same things. But it's still beta.. even though it's 2 years in the making.

Kniferush, this doesn't have 1.6 graphics. It's CS:S graphics.
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  #22 (permalink)  
Old 10-18-2007, 10:58 PM
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Old 10-18-2007, 11:05 PM
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sounds like poop. looks like poop. smells like poop. probably poop.
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Old 10-18-2007, 11:06 PM
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  #25 (permalink)  
Old 10-18-2007, 11:07 PM
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Maps look decent. The crashes and other bugs will be sorted out hopefully. This will make it a pretty decent mod. I've already scrimmed on it LOL

Player models and gun models look the same. The GUI is kick ass. The HUD is not bad either.

Besides spawning through the wall and having my game crash, the only other issue I've found that annoys me is the ability to bunnyhop so easily. It's supposed to be something that's learned, not something that you literally just keep pressing space and it keeps jumping perfectly. And for some reason, the game fucks with my cs:source cmdrate and updaterate settings..
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Old 10-18-2007, 11:16 PM
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ummmmmm..... That definitely looks more like 1.6 than Source.
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Old 10-18-2007, 11:46 PM
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I actually went through the trouble of getting the mod and trying it out.

I take my words back...

It's a steaming pile of garbage. When they said "takes the best of 1.6 and CSS" I think they meant the worst. It's pretty bad even for a beta...
I mean it's just CSS models on 1.6 maps, horribly buggy and missing content; if it took them 2 years to do this, it's pretty sad. Yes, even for a beta.
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  #28 (permalink)  
Old 10-18-2007, 11:54 PM
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Lol
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  #29 (permalink)  
Old 10-19-2007, 02:05 AM
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Quote:
Originally Posted by Relly View Post
Yeah I've noticed the same things. But it's still beta.. even though it's 2 years in the making.

Kniferush, this doesn't have 1.6 graphics. It's CS:S graphics.
I've seen better mods that took way less than 2 years (granted they were mostly for Neverwinter Nights or the BF Series.) But seriously... this is the Source engine... this woulda been acceptable back when Condition Zero first came out... maybe...
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  #30 (permalink)  
Old 10-22-2007, 05:25 PM
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Well here is the list of fixes that have been made. Most of them are the ones Y2 mentioned.

I'm giving it another shot

Bug Fixes/Feature Additions:
-Added 5 second buffer for ready/unready commands
-Added mp_public cvar (removes warmup mode entirely when set to 1) for public server play
-Added more quick buy & quick select binds to the GUI
-Added 1.6-style green overlay to radars
-Changed buy menus to 1.6-style
-Changed scoreboard team order (T's first, CT's second)
-Client side crashing (spawning in walls/floors) reduced
-Correct netcode commands (see section 7) are now defaulted in autoexec.cfg
-Crouch slide removed
-Crouch hitboxes fixed
-Crouch jumping now occurs more smoothly
-Crouch viewheight fixed
-Crouching while moving on ladders is now entirely silent
-Fixed T spawn glitch on csp_inferno
-Increased difficulty of window jump on csp_dust2
-Increased difficulty of high rafter jump on csp_nuke
-Joining a team mid-round no longer gives you 0$
-Netcode commands expanded (see section 7)
-Players can no longer switch teams an infinite number of times per round
-Players no longer spawn when joining a team mid-round
-Ready/unready commands no longer have any effect after the game is live
-Respawn_entities no longer crashes servers
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