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doublethink
05-19-2009, 05:36 PM
Â*

You didn't think I was going to forget, did you?

:)

Been a busy month behind the scenes, lots to talk about, lets get to it.

I wanted to thank you for all the positive and supportive feedback on the last entry.

What I will first share with you is beta tester Redstar's findings on the grenade throwing delay:

Grenade Throwing Delay Time




When you throw a nade there's a delay between the moment you click on your mouse and the moment the nade is thrown*. I think you noticed that this delay (in csp 1.04) is a little bit too long in comparison of its behaviour in CS 1.6 , and it really affects the gameplay .

I did some testing, here are the results:

I timed the delay between the moment I clicked on my mouse (without keeping the button pressed) and the moment the nade was thrown.

Counter-Strike 1.6

-delay*: 0.48/x/0.52 (in seconds) delay= 0.50 seconds

CSPromod 1.04b

-delay*: 0.75/x/0.80 (in seconds) delay= 0.77 seconds

Difference : 0.27 seconds.

__________________________________________________ ___________________

After that, I threw the 4 nades one after the other:

Counter-Strike 1.6

Total time: 6.13 seconds

CSPromod 1.04b

Total time: 7.40 seconds

Difference: 1.27 seconds

As you can see there's a difference and it is significant in-game, that's why I think it should definitely be tweaked!

Red is a ninja. We don't know how he does it.

Does he use a hand held stopwatch?

Is he FRAPS-ing the whole thing at high FPS and using video editing programs?

The world may never know. But its probably one of those two things I said. :lol:

So anyway, this sat quietly, minding its own business on our official internal beta thread, for a few weeks.

Little did we know amogan, coder extraordinaire, had made this a priority because he found it important too.

As usual I have permission to share with you guys that as of this internal beta, all nade/flash/smoke throwing delays and animations have been hardcoded to match 1.6 values exactly.

We can't get over it, if you're fast enough you can whip nades and flashes at a very good clip now. Just as you should be able to. It might seem minor, but in game its strikingly different and greatly enhances the 1.6 feel.

-------------------------

Another thing very high on the priority list was the weapon/bomb throwing. I'll share with you guys my original post on the beta testing thread about this issue:



Weapon/Bomb Dropping or Passing
Is there anything that can be done about the Velocity/Speed/Strength with which weapons are dropped? Passing weapons to other players is impossible as of now.

In 1.6 you look at your own feet for a huge boost in distance. The amount of distance is inversely related to the amount of downward view angle. Although this may seem to not make sense, in buy freezetime in 1.6 you cannot jump or move, so its a perfect way to make long distance tosses of the bomb or weapons. Its a skill players must develop and gives the game added depth.

In CS:S the only way to make long distance tosses is by looking at the sky and making a running jump at the same time. Then the players momentum is applied to his jumping toss, but in CS:S you can't move in freezetime. So his mechanic is totally stupid and not well thought out, although in theory it seems to make more sense when you consider the physics involved and maybe realism.

In CSP we can jump in place during freezetime, so, in my opinion there's essentially two options here.

Treat weapon tossing the same as 1.6 with the downward via angle increasing velocity, or perhaps make it where the more of the sky you look at the greater the velocity and higher angle trajectory, but when I say that I mean the ability to actually reach far off spawns with it.

Either way the CS:S mechanic will not work, because a stationary player needs a way to toss his weapon or the bomb to far off spawned teammates for competitive play.

Lastly, the animations don't scale well above 60FPS at all. On my CRT I play @150hz/150fps and those weapon toss animations look like a flip book, even if I lower both to 101. With Vsync on they seem a bit smoother to me, but others have said they aren't noticing any difference.

Again, this sat in the thread, minding its own business and again mizzack surprised us with both a fix, video of it, and information on how it will work:

<mizzack> ConVar cl_invertweapondrop( "cl_invertweapondrop", "1", FCVAR_ARCHIVE, "If set to 1, looking down while dropping weapons allows you to drop it further.");

So basically you can choose if you'd like upward or downward view angle be what determines the length of your toss. The default is obviously set to "1" which will mimic the 1.6 behavior.

EDIT: I forgot to mention he also lowered the pickup time threshold to 500 milliseconds from 1250, so weapon/bomb pickup should be much faster as well. (thanks for reminding me)

Also, he removed the stupid weapon rolling physics and made many other optimizations. It looks awesome, here is a video we got permission to share, I had Redstar put it on his youtube to make it easier:

http://www.youtube.com/watch?v=9YlPTu1lWr0

-------------------------

Another issue very important to nitr0us was the amount of damage HE nades dealt, here is some of his homework on this subject:


http://img15.imageshack.us/img15/7350/nadeheaderoz0.jpg

* First off credits to:

d0ublethink (concept)
kc- (for testing-ish)
Majikk (My friend that did the 'nading while I recorded the data)
Maceman (Also helped with the 'nading)

What happened: I made a grenade testing map (small preview in image header) to test the maximum blast radius damages, and the damages of each. It's up to you devs or smart people to find out a mathematical function to apply this to the game :]

About the map: The map (for 1.6) consisted of markings on the floor in increments of 10 game units. Large bars represented 100 units. Grenades are placed throughout the map with functional buy zones and respawning health packs.

-------------------------------

Max Radius: 325 Units

The Information: NO ARMOR

http://img248.imageshack.us/img248/965/cspchartnadenoarmoryh9.jpg

0 Units (Direct) - 97 Damage
50 Units - 77 Damage
100 Units - 65 Damage
150 Units - 50 Damage
200 Units - 38 Damage
250 Units - 11 Damage
300 Units - 8 Damage
325 Units - 1 Damage

The Information: WITH ARMOR

http://img16.imageshack.us/img16/3918/cspchartnadewitharmorwq8.jpg

0 Units (Direct) - 48 Damage, 25 Armor Damage
50 Units - 38 Damage, 20 Armor Damage
100 Units - 32 Damage, 17 Armor Damage
150 Units - 23 Damage, 12 Armor Damage
200 Units - 18 Damage, 10 Armor Damage
250 Units - 10 Damage, 6 Armor Damage
300 Units - 4 Damage, 3 Armor Damage
325 Units - 0 Damage, 1 Armor Damage

Same results with HEAD ARMOR as with just ARMOR.

-------------------------------


Again this is pretty close to spot on in internal beta, and was well worth the effort. Might still be tweaked a bit more, but this information proved very valuable for the coders.

-------------------------------

Aside from feature requests, another less exciting part of beta testing is bug hunting. We spend hours looking for ways to make the server crash, the client to give some kind of error, or ways to exploit the maps that the author didn't intend.

One major issue we stumbled across was a velocity based boosting exploit, that actually had 3 different variations.

What basically happens here is, the momentum of one object was being applied to another at the moment he would press jump, and it would allow him to reach unnatural heights.

The three methods for accomplishing this were:

1) boosting and double jumping at the exact apex of the lower boosters jump maximum

smartin on bottom esK on top, just the way they like it.

2) throwing a flash/smoke underneath someone at the precise apex of their jump

this was actually brainkiller's specialty, he was the only one who could nail this on the first try anytime we asked.

3) abuse of the top of a ladder mesh with a well timed jump

j0lt is abusing this on his dev map to reach a platform that should be WAY out of reach. ;)

To better explain I had Redstar upload the Fraps recording to youtube. Sorry the video quality isn't the greatest:

http://www.youtube.com/watch?v=FEUbI-I-n2w

As you would expect, these exploits have been dealt with and are no longer possible.

-------------------------

Well, I hope I included enough info in this one :)

We are working very hard to make this version of CS the players choice in the future.

Please share this with a friend if you are as excited as we are about the future of this game, and I thank you for reading.

Spread the word,
-Mike

Mith
05-19-2009, 05:44 PM
This is amazing!

I've always wondered if you guys did actual TESTS and logged them to get info on how things actually work in 1.6, instead of just going through a subject and just mimic 1.6's behavior.

Also great to hear that you can throw grenades like in 1.6 again, CSP's timing to double flash was horrible :(.

Great blog, keep 'em coming!

EDIT: The second video has been removed... ?

sevoii
05-19-2009, 06:09 PM
Good stuff :)

Redstar
05-19-2009, 06:26 PM
And here it is, sorry I had some problems with WMG copyrights;
http://www.youtube.com/watch?v=FEUbI-I-n2w

(Mike thanks again for your patience :lol: )

Venigo
05-19-2009, 07:19 PM
Great news!
Keep up the good work :).

Can't wait to see 1.04.

esk
05-19-2009, 08:43 PM
Nice job on yet another great developer log. ;)
Looking forward to the new weapon dropping. 8-)

smartin
05-19-2009, 09:18 PM
gj mike n everybody else ;>

ghz
05-19-2009, 09:22 PM
good to hear , now we will have a rock solid version.

to0om17
05-19-2009, 11:30 PM
<3

That post was better then the releast of 1.03 ;]

Exactly the kinda shit i wanted to hear!

Good job! Keep up the work! =D

Inflikt
05-20-2009, 12:24 AM
keep it up guys, its getting better and better

KaNaR
05-20-2009, 01:38 AM
The bugs in the last video should be keeped, they add some interesting technics ;)

haGisson
05-20-2009, 01:43 AM
nice fixes :)

rvT
05-20-2009, 02:28 AM
Guys this is great ! ;D Really looking forward for 1.04! Keep it up! Congratulations CSP Dev Team!! :*

antyper
05-20-2009, 02:53 AM
sick news. gj

rXp
05-20-2009, 04:25 AM
¨Wouah :D Great job guys, The flash jump bug still exist on CSS =D ahah (with a smock)

free
05-20-2009, 07:16 AM
Really great and stunning news!

Weapon droping and grenade timings were just the things i was hoping to see the most i guess :D.

But the biggest surprise to me is that you actually do make convars for controversial or unsure things, like with weapon throwing. It's great!

The freedom for personalised user configs is realy important. Keep up the good work.

P.S.
May i translate it into polish and post it on a website?

doublethink
05-20-2009, 08:13 AM
P.S.
May i translate it into polish and post it on a website?

I don't see why not, just please link back to this thread either at the beginning or the end, ok?

Akh
05-20-2009, 08:53 AM
smartin on bottom esK on top, just the way they like it.

Ahaha des barres mec :D


Red is a ninja. We don't know how he does it.

He's french. End of story :P

Great job guys ! It looks great :)

05-20-2009, 09:01 AM
nice, but does it fix the "weapondrop-pickup during walking"

that worked in cs 1.6
doesn't in css nor in cspbeta1.03 :P

i think its fixed bcos it just didn't work becos of the animation/rolling ;X

doublethink
05-20-2009, 09:13 AM
nice, but does it fix the "weapondrop-pickup during walking"

that worked in cs 1.6
doesn't in css nor in cspbeta1.03 :P

i think its fixed bcos it just didn't work becos of the animation/rolling ;X

!!!!!

Sorry I forgot to mention that, he also lowered the weapon pickup time to 500 milliseconds, it was set to 1250.

I'm adding it to the thread thanks for reminding me.

05-20-2009, 09:56 AM
!!!!!

Sorry I forgot to mention that, he also lowered the weapon pickup time to 500 milliseconds, it was set to 1250.

I'm adding it to the thread thanks for reminding me.


no problem... just gimme some credits and it'll be fine :) ... im joking ... just gimme some cash for it haha :O naaa joking again .. its okay i just registered for that post .. i should be the poster of teh month !!!+1111++

rXp
05-20-2009, 10:21 AM
!!!!!

Sorry I forgot to mention that, he also lowered the weapon pickup time to 500 milliseconds, it was set to 1250.

I'm adding it to the thread thanks for reminding me.


no problem... just gimme some credits and it'll be fine :) ... im joking ... just gimme some cash for it haha :O naaa joking again .. its okay i just registered for that post .. i should be the poster of teh month !!!+1111++
He's jocking again . :ugeek:

05-20-2009, 10:25 AM
He's jocking again . :ugeek:

o rly? ;O

rXp
05-20-2009, 10:28 AM
He's jocking again . :ugeek:

o rly? ;O

Yes you are !

And I have one question : Does throw a grenade on someone make him loose 1 HP or 1 armor ?

ZeroKiller
05-20-2009, 10:47 AM
This is great news! Now I'm anticipating the new beta!

yuri
05-20-2009, 11:00 AM
Pleasing news. This info-rate is very good, so dont screw it :D

Redstar
05-20-2009, 02:19 PM
And I have one question : Does throw a grenade on someone make him loose 1 HP or 1 armor ?

No

05-20-2009, 04:02 PM
will the granades be a litte bigger than in css? im a cs 1.6 nationalplayer (...don't laugh .. http://www.esl.eu/eu/player/594031/ .. LOL) and i just can't see the nades coming straight in ma faze ;I

05-20-2009, 05:01 PM
btw. does the granadedamage goes thru walls like in 1.6? or not css? oO

PutridBeing
05-20-2009, 05:06 PM
btw. does the granadedamage goes thru walls like in 1.6? or not css? oO
It does to a degree.

05-20-2009, 05:11 PM
oidaa .. yeah kinda cool that ppl like you and me meet in a forum like this ;X hihi but just write in english it kinda suck, if we would speak our dialect and nobody would understand a single word .. hehe gratz ;O

haGisson
05-20-2009, 05:14 PM
vorarlberger/liechtensteiner/schweizer dialekt FTW ^^

rXp
05-20-2009, 05:20 PM
I would understand schwiezer deustch :p I'm Swiss hehe
But we can talk Latin or ancient Greek !

05-20-2009, 05:30 PM
baQ 2 teh topic: nice update thx a lot!

N0vA
05-20-2009, 06:08 PM
Thank you, great job!! Happy to read and watch again some news! Those boost-bugs were quite funny :D. Keep on publishing more diary posts.

PS: Do I know you n69ky :)?

05-20-2009, 06:24 PM
hm maybe... you know till? ;D

N0vA
05-20-2009, 06:45 PM
Yeah, I do. I think he is the most known from Li :D.

But let's stay on topic. You may PM me ;-).

element13
05-20-2009, 08:21 PM
It's really good to hear the progress being made. This is all the community wanted in the first place... some type of update and news. :D

Any information allowed to be said about player/weapon models? As far as I know, Millenia was working on them, but quit because he lost his passion to continue with CSP.

1nfern0
05-21-2009, 11:26 PM
lmao woulda been cool to see matches played with the last video's jump bugs still in.. Amazing work, thanks guys :lol:

Tengman
05-22-2009, 12:14 PM
Really glad that you've started those developer logs so that we can see that there is still hope for this game!

I was wondering about the damage made through walls with HE, what is your ambition with this? Do you intend to make it as in CS 1.6, is it impossible or do you just think that this is a part of 1.6 that's not really good for the gameplay?

Brainkiller
05-22-2009, 03:16 PM
Really glad that you've started those developer logs so that we can see that there is still hope for this game!

I was wondering about the damage made through walls with HE, what is your ambition with this? Do you intend to make it as in CS 1.6, is it impossible or do you just think that this is a part of 1.6 that's not really good for the gameplay?
It's exactly the same as 1.6 and I'm guessing it's staying that way.

KaNaR
05-22-2009, 07:07 PM
I don't mind if the grenades can't hit through walls, I don't think it is a major problem. and if they don't, it would make Nuke less CT-sided :)