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

 
 
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Old 10-18-2007, 03:32 PM
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CS Pro mod has been officially released

It's still beta, but it's out! For those of you who don't know what it is, here's a quick youtube video:

It's CS:Source and CS 1.x combined. But it has the best of both worlds. Spray patterns and movement have been optimized. Not as easy to get headshots for noobs.. this is the next step.

Get it from here:
http://www.cspromod.com/

Can't wait to try this!
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Old 10-18-2007, 03:39 PM
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Here's what the readme says. It explains most of the new features.

Quote:
------------
1. Intro
------------

Yes, CSPromod is here... finally. No, this is not a hoax.
It's what the Counter-Strike community has needed for years
now: a fully customizable, tweakable version of CS 1.5/1.6
gameplay on the Source engine with additional features
implemented strictly for competition. While we've done a
reasonably good job of getting the gameplay fine-tuned
(specific details can be found in SECTION 5), this is a
project that will require your input at numerous junctures.
Please participate in the CSPromod community by frequently
visiting our website, suggesting changes, and reporting bugs.

***IMPORTANT: Before you log on to report a bug, suggest a
tweak, or just all-around flame us, MAKE SURE TO READ SECTIONS
5 AND 6. There's a pretty good chance that we've already
addressed, or are aware of, your concern. Remember, this is a
BETA version of a TWEAKABLE mod. We'll change things based
on what the community wants.***

------------
2. Version
------------

Version: Beta 1.0
Date: 10 October 2007
Website: http://www.CSPromod.com
IRC: irc.gamesurge.net - #CSPromod

------------
3. Credits
------------

Executive Director: Alex "chibsquad" Garfield

Head Programmer:
Kevin "arQon" Blenkinsopp

Assistant Head Programmer:
Mack "mizzack" Corl

Head Mapper:
Ted "Cashed" McIwain

Head of Graphic Design:
Ludovic "alba" Slangen

Special Thanks:
Brian "tHa_Nyght" Byrd
Justin Carmony
Andrew Chen
Buckland "Kilo" Darrell
Nick "blinja" du Plessis
Hervé "J@nek" Durand
Bobby "zeke" Fiumedora
Mike "statix" Hughes
Rick "digx" Martinez
Mike "aTam" Mayea
Al "Drax" Mendoza
Jason Lake
Eric Ping
Charlie Plitt
Andrew "dook" Portner
David "Dracu|a" Sanghera
Josh "n00b" Team
Colin "Brute" Volrath

------------
4. Install
------------

1) Make sure you have Counter-Strike: Source Installed
2) Extract the CSPromod folder into \Steamapps\Sourcemods\
3) Restart the Steam Application; "CSPromod" Appears in "My Games"
4) Use the in-game GUI to bind your keys. DO NOT TRY TO USE YOUR
CS 1.6 OR CS:S CONFIG. MANY COMMANDS HAVE CHANGED, SO OLD BINDS
WILL NOT WORK. Specifically, "buyammo1" is now "buy primammo,"
"buyammo2" is now "buy secammo," and "+speed" is now "+walk"

------------
5. Features
------------

HUD: The familiar CS 1.6-style HUD is back, in both orientation and font.
You'll notice that weapon information is still on the right, the
clock is still in the middle, and health/armor information is still on the
left. We've made a significant addition, though. On either side of the
clock, there are silhouettes representing the number of players still
alive (your team is to the left, while the other team is to the right).
We've also added some grey background boxes around the HUD elements to
make them more visible on bright textures; you can turn them on and off with
the hud_drawbg command (restart CSP for the changes to take effect).

Warmup Mode: We've implemented an automatic pregame system, similar to that of
many dueling promods. Warmup mode, which occurs automatically either at the
start of a server, or via the changelevel command, has the following features:
-Players respawn instantly with $16,000 after being fragged
-Gun models disappear after being dropped
-Player models disappear when fragged
-Unlimited roundtime and buytime
-T's do not spawn with bomb
To indicate your status as ready to go live, simply type "ready" in your
console. A message appears in the public chat stating your status change, and
you are indicated as "READY" on the scoreboard. To change your status back to
not ready, simply type "unready" in your console. When all players in the server
have changed their status to "ready", the game will go live with whatever server
config has been implemented.

Soundscape: We have not fixed this issue yet. Source soundscapes are still in
effect, so footstep sounds will not be as evident as in 1.6; we plan to tweak
this in the future. In the meantime, we've increased footstep sound volume
by a factor of 2 in order to make up for the soundscape issues.

Ladders: Ladder behavior has returned to 1.6-style. Ladders are noisy by default,
and as in 1.6, the only way to climb a ladder quietly is to crouch. Walking
and running up ladders both have the same movement speed and sound effects.
Accelerating up ladders, via the combination of forward and strafe keys, is also
possible. There is one ladder feature not yet implemented: ladders are currently
not "sticky"; i.e., if you run towards a ladder from an elevated position, you'll
simply fall off whatever object you're standing on. We plan on changing this.

Crosshair: The crosshair behaves very similarly to both 1.6 and CS:S. You'll
notice the familiar "expand/contract" effect when you fire, as well as the standard
"four-line" configuration. We've also included the cl_dynamiccrosshair variable,
with only one minor change: instead of expanding and contracting smoothly, all
changes occur instantaneously. We believe this to be an improvement, as it's reflective
of what's really happening with your weapon accuracy. You'll know the moment
you're registered as crouch, and the moment you're registered as standing. The crosshair
is also fully customizable in CSP; refer to Section 7 for a list of advanced console
commands controlling the crosshair.

Radar: The CSP radar is more customizable than ever, and everything about it can be
tweaked and changed. Whether you want 1.6 or Source-style radar, you'll be able to
find something you like in CSP. For a list of advanced console commands controlling
the radar, refer to Section 7.

Bomb Plant/Defuse: We've made 2 main changes to bomb behavior, both related to sound:
We've gone back to 1.6-style plants, meaning that you're no longer able to hear when
the bomb is being planted, and we've changed the bomb beep-frequency back to that of 1.6
for the sake of familiarity. We've also removed the Source engine bug which made the bomb
impossible to defuse with an object on top of it.

Weapon Behavior: 1.6-style guns are back, and that's pretty much the long and the short
of it. This version includes what we deemed the most competition-relevant weapons: the
Glock, USP, Deagle, MP5, Famas, Galil, Colt, AK, and AWP. We plan to implement more weapons
in the future. CSP gameplay encourages players to strafe and aim while stopping their
movement, as opposed to running and spraying. The AWP quick-scope is back, the deagle
is as finicky as ever, and 1.6 gun-movement speeds have been restored. We anticipate
there will be plenty of feedback and tweaking in this area, but at the same time, we
believe that we're not too far off for a first version.

Movement: CSP movement is fundamentally different from both CS:S and 1.6. Although we've
kept the basic run/walk/crouch speeds identical to 1.6, in CSP, we've returned to a more
1.3-style of movement, with the jump penalty removed, and true bunny-hopping once again
possible (we've capped the max airspeed at gun speed x 1.3 so things don't get too
ridiculous). The primary reason for this is that, at the moment, we're still using CS:S
player models (which are much bigger than 1.6). We felt that it was necessary to compensate
by increasing overall movement (not base movement) in order to maintain a highly competitive
skill standard. We are very open to changing the current movement scheme, and we fully
expect major tweaks to be made based on community feedback. If people want the jump-penalty
re-added, or bunny-hopping limited, we'll be happy to do so. Additionally, you'll notice
that the infamous "duckhop" has been re-added into the game, and works very well. However,
you'll also notice that the "silent-run" exploit is no longer possible. There is currently
one significant bug remaining in our movement scheme: the ability to "crouch-slide". This
is not an intended feature, and will be fixed in future versions.

Player Models & Weapon Models: We have kept CS:S models for players, weapons, and equipment.
We understand the community's many concerns in these areas, and plan to address them in the
near future. We do ask, however, that people keep the goal of the project in mind: 1.6-style
gameplay with Source graphics. So, please don't ask for us to port 1.6's EXACT models over
into CSP. It's not only illegal, as the Valve TOS clearly states that decompiling models is
expressly forbidden, but it's also counter-productive to the goal of CSPromod.

Grenades: Smoke Grenades and Flashbangs have returned to 1.6-style as well. Flashbangs
no longer produce any auditory effects, and their visual effect has been re-simplified to
a white flash (without any superimposition). Additionally, you'll still be able to keep
track of death notifications while blind. Smoke grenades are fully instantaneous (in fact,
too much so, as there's currently a bug in their behavior: throw a smoke high in the air,
and you'll see what we mean). HE grenades now do damage through walls, as they did in 1.6.
While we believe we have the grenade behavior reasonably close to where it should be in
terms of both features and physics, we also expect significant amounts of tweaking to
occur in future versions.

Wallspamming: is back! CSP wallspamming uses the same basic formula as 1.6, so you should
be able to do most of the 1.6 spams. As in 1.6, the Glock, USP, and MP5 cannot go through
walls, boxes, or doors, while the rest of the weapons penetrate any spammable surface.

Maps: CSP Beta 1.0 comes with 4 packaged maps: dust2, inferno, nuke, and train. These are
NOT our final versions. We plan to visually upgrade each of them in our next release.

------------
6. Bugs
------------

List of Known Bugs:

-Death notifications are offset to the right on player team switches and suicides
-Death notifications occur on player disconnects
-Scoreboard spacing is offset in lower resolutions
-On player respawns in warmup mode, weapon accuracy accumulation is sometimes not reset
-Footsteps sounds sometimes continue to play for several seconds after player deaths
-Gun models disappear in certain situations after dying from a bomb explosion
-Players accelerate laterally ("crouch-slide") when changing from standing to crouched
-Train ladders on csp_train only register on the right side
-Head hitboxes are significantly vertically offset while players crouched
-Team switching can occur an unlimited number of times per round
-Blood patches on player models are not reset by respawning in warmup mode
-Switching to the knife after firing any weapon causes an immediate "stopsound" effect
-Standing on the bomb while alive prevents defusal
-Famas rate of fire in burst-fire mode is too high
-Model clips while spectating in 1st-person
-Muzzle flashes are offset in scoped mode
-Glock sometimes shoots rapid-fire
-Crouching while moving on ladders sometimes makes noise
-Radar dots sometimes do not disappear after players die
-Spectator mode does not work when joining directly from connect (must join a team, then go spec)

List of Basic Features Not Yet Implemented:
-Death notification graphic for HE grenade
-Buy equipment menu
-Skin selection menu
-Friendly fire "player attacked a teammate" notification
-3D headshot blood bursts (currently 2D)
-Addition of hud_fastswitch 2
-mp_restartmap variable (in order to return game to warmup mode)
-1.6 style gun dropping

------------
7. Commands
------------

Standard Advanced Console Commands:

cl_crosshair_size (1-10): Controls the length of crosshair lines
cl_crosshair_scale (1-10): Controls the overall size of the crosshair
cl_crosshair_color (0-255, 0-255, 0-255, 0-255): Controls the crosshair color and opacity (Red, Green, Blue, Opacity)
cl_dynamiccrosshair (0/1): Toggles dynamic crosshair on and off
cl_cmdrate: Should be set to 100
cl_updaterate: Should be set to 100
hud_fastswitch (0/1): Toggles fast weapon switching on and off
hud_drawbg (0/1): Toggles HUD background boxes on and off (CSP must be restarted for changes to take effect)
mp_c4timer (>0): Controls bomb explosion time in seconds
mp_falldamage (0/1): Toggles calculated fall damage on and off (should be set to 1)
mp_forcecamera (0/1): Toggles enforcement of team-spectating on and off (should be set to 1)
mp_restartgame (>1): Restarts the game in LIVE mode
mp_roundtime (>0): Controls round time in seconds
mp_freezetime (>0): Controls freeze time in seconds
mp_buytime (>0): Controls buy time in seconds
overview_alpha (0-1): Controls the opacity of the radar overview
overview_locked (0/1): Toggles radar rotation on and off
overview_names (0/1): Toggles names on the radar on and off
r_drawflecks (0-2): Controls bullet impact effects: 0 = no debris, 1 = limited debris (useful for long range fire), 2 = full debris
rate: Should be set to 25000

Console Commands Useful for Testing in Cheat Mode (sv_cheats 1):

cl_showpos (0/1): Displays player position, angle, and velocity
g_debugdamage 1: Displays weapon hits, locations, and damage
impulse 101: Gives all weapons, grenades, and equipment
mat_wireframe (1-3): Displays player and map wireframes
sv_showhitboxes (1-3): Displays player hitboxes
use weapon_x (x = Glock, USP, Deagle, Mp5Navy, M4A1, AK47, Galil, Famas, AWP, HEGrenade, Flashbang, Smokegrenade): Selects weapon after impulse 101
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Old 10-18-2007, 03:48 PM
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Old 10-18-2007, 03:55 PM
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So they made an old game in the source engine. Brilliant.

I don't understand the fascination with CS 1.6. Just play CS:S.
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Old 10-18-2007, 04:18 PM
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Quote:
Originally Posted by DJ_Wheels View Post
So they made an old game in the source engine. Brilliant.

I don't understand the fascination with CS 1.6. Just play CS:S.
I'm not fascinated. It's something new. It's kind of cool and there are lots of people trying this thing out.

Quote:
Originally Posted by YankeeDeuce View Post
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LOL why?
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Old 10-18-2007, 04:36 PM
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1.6 AK-47 forever.
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Old 10-18-2007, 04:39 PM
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Quote:
Originally Posted by VincentVega View Post
1.6 AK-47 forever.
Definitely.
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Old 10-18-2007, 04:58 PM
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Old 10-18-2007, 05:04 PM
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Actually all the weapon and player models are the same. Only things that have been changed are the weapon spray patterns, and the maps.

The fucking nades go too fast if you ask me. They don't have the floating feel anymore. They just go straight like a baseball players fastball.

Anyway, still a couple of bugs. But nothing compared to the crysis mp beta.. which had loads of them.
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Old 10-18-2007, 05:56 PM
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Why not just play 1.6 on Source.
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