View Full Version : Bug Fix Work [May 22]
doublethink
05-22-2010, 07:55 AM
I am back. This is the bug list compilation, from the bug section. I will respond to each one.
Gameplay
Movement is not true to 1.6.
Ported HL1 ducking code, duck/unduck and hop is the same as 1.6 now. Air strafing should also be back to how 1.6 was doing it.
Flashbangs are inconsistent.
This is a bit vague, but for spectating players we are aware of the inconsistencies from 1.04.
Sometimes it may appear as though a player is throwing a grenade when in fact they have their gun out (also present in CS:S).
This is the ghetto nade/animation code from EP1, we will test this to make sure its eliminated on OB with our new models.
When spectating a player, they appear jittery/laggy when in fact they are not.
Low rates result in high amounts of choke.
I experienced this myself, it seems ok with the new netcode. Wide testing will provide more feedback.
Grenades are too large.
The nades in 1.04 begin to draw themselves immediately, so they appear "in your eyes". What we discovered is cs1.6 has a 100ms delay before the nade begins to render itself, which is now in 1.05. As far as the nades themselves this is dropped straight down at your feet in both games (taken @ 800x600 resolution, NO SCALING):
http://redstar.cspromod.com/nades.jpg
When you walk up/down a ladder they often still make a noise instead of being silent.
Hitting +walk does not affect ladder movement in cs.
The ladder sound is repeated 2-3 times when you climb/descend one.
Yes, if you are moving, it loops the sound.
Players don't get slowed down as much as they do in 1.6 when they are shot.
I have perfectly mimicked this system now from 1.6.
When scoped in with an AWP, the weapon select menus appear beneath the scope texture.
Fixed.
Crosshairs do not scale correctly with increase in resolution .
I have seen the comparison images. The discrepancy here is like 4-5 pixels, I will look into it and the ATI lazy X-hair this weekend.
The reloading animation continues into the new round when a round finishes.
The AWP Scope does not reset on a new round.
Both of these issues had the same fix, we were missing a Deploy() call for players who survive the round. It now resets the FOV, and interrupts animations now, as it should.
Players are not able to throw two consecutive flashbangs as fast as they are able to in 1.6.
This is perfectly ported now.
USP’s crosshair isn’t enlarged after applying silencer.
Don't use dynamic crosshair, noob!.......................................jk I added this too. JUST BECAUSE, so there :P
Bullets penetrate large boxes more effectively than they do in 1.6.
We can tweak this, get me hard numbers/analysis.
There are not sufficient clues to indicate that you have hit your enemy.
Between the tagging, our new flinch animations and the new particle system for blood, there will be no mistaking a hit even all the way down Long A or outside on nuke.
Walking over a planted bomb causes the player to glitch.
Fixed to allow all players including the planter to stand on the bomb.
It is not possible to buy for a second or two after leaving the buy zone, as in 1.6
I tried to emulate this, but its not simple as it involves server authorization. I'm not saying never, but its not life and death and it would require a good amount of rewriting that could cause problems.
On a ladder you can't hit crouch when you get to the top and immediately have your feet on the ground. Instead you have to float into the air.
Dropping the bomb while crouched forces the player to stand.
Grenades clip on dropped weapons.
Players can't open doors with the bomb or a weapon.
All fixed.
In 1.6 if you stand on the bomb it raises the player a couple of units higher, this doesn't happen in CSP (intentional)?
EDIT: Fixed to allow all players including the planter to stand on the bomb.
Weapons
The weapon pickup area is too small.
Fixed.
AK and Deagle seem quite inconsistent. Needs testing to be confirmed.
The weapons are always a WIP. We will always find more tweaks and whatnot for them.
Accuracy of the Glock is not affected by ladders.
.... what source pubber posted this. seriously.
Players are unable to shoot through 2 walls with the AWP as in 1.6.
Yes it can, but the map geometry in Source is a lot more complex. We will continue tweaking this until its consistent with 1.6, even though I predict this being quite a challenge since the spamming in 1.6 is really buggy/unpredictable. But thats why we're here.
Players move at max speed with an AWP when they don't quick switch just after shooting.
This and about 5 other key thing from the 1.6 AWP are now fully implemented. It doesn't get more 1.6 then our current implementation of the AWP.
Crouching and scoping with an AWP at the same time causes the player’s screen to glitch.
This was a small error in prediction, I have resolved it.
The FAMAS burst fire mode is incorrectly using the same recoil as the FAMAS in automatic.
Needs less recoil on burst mode. as per this thread: http://cspromod.com/community/threads/2145-Famas-Burst-Fire?highlight=famas+burst+fire
Weapons do not drop consistently.
They do for me? When does the inconsistency happen? Clarify.
Weapon ammunition display is clamped at 99.
This is a visual thing, the rest of your bullets are still there don't worry. Use some of that PRO skill to remember.
Graphical
Flashbangs last too long on ATI cards (-dxlevel 81 is a temporary fix).
Smokes are see through on NVIDIA cards when Ambient Occlusion is on in the NVIDIA Control Panel.
Yea. We will do our best on these, if its not an engine bug, we will fix it.
Players are able to see through smokes while standing in the middle of them.
Fixed.
Animations on items are not smooth, e.g.; throwing a grenade may appear to "stutter" mid air.
The projectile flight should be better now.
The CVAR "r_lod" is defaulted to -1, it should be 0 (disabled). Alternatively the LOD should be increased.
Some people's computers NEED LOD. If your rig can handle it, then go ahead and turn it off.
Sound
No noticeably audible defuse sound.
Yes there is? I can make it a little louder.
Sometimes footsteps sound as if they are coming from the wrong direction.
I have never experienced this, if someone can reproduce it reliably, let me know.
Disabling wall impact sounds also disables the "dink" headshot sound.
Looking into this.
Quick switching to your knife instantly after shooting an AWP will cancel the AWP shot sound.
Unable to reproduce no matter how fast I do this. Are your scripting it? You shouldn't use scripts anyway.
Misc
Players should be able to double-bind an action using the GUI. Also changing a key in the GUI does not unbind the original (engine bug/feature - might be different on OBox).
For now this is possible through cfg's. And very easy to do.
Hostname is not shown on the Scoreboard.
Fixed.
While spectating a teammate, if they get flashed, the spectator does not.
This is related to the spectator code mentioned above. This should be better in OB.
Players are unable to use double spaces in their names.
If it was up to me, it would be letters and numbers only, ASCII strict. I love all my european and asian friends, but theres a reason email addresses don't contain special characters. All people do with Unicode is abuse it.
Spectate camera is unable to clip through walls.
sv_specnoclip 0/1 It's up the admins, but its there and works.
It is not possible to scroll through the chat box as in CS:S.
The chat box only existed on OB. They actually ported it into CS:S last minute. We now have this, and it filters for radio commands and other neat stuff too. Plus alba made it look cool.
The muzzle flash is not in sync with the actual rate of fire.
Each fire event makes a muzzle flash based on the rate of fire.
Changing freezetime mid-round causes the players to be locked in place for the amount of extra time added to the original freezetime.
I'll look into it.
You cannot check the scoreboard before choosing a team.
Fixed.
When viewing somebody’s "game info" in Steam it does not add kills to the players score (only shows plants/defuses).
Should be fixed on OB.
The damage indicators appear as a white wireframes for several players.
These were rewitten specifically to fix this.
Pressing ESC while in the buy menu will not exit the buy menu.
The 1.6 text menus, which ours are emulating, are the same way.
Sprays don't show while in freezetime.
Does this really matter?
Console size is too big at lower resolutions.
The console window can be adjusted to any size you want?
The red dot in the 1.6 AWP scope is misaligned by 1-2px.
Visual tweak, alba's on it.
1.3 Death Notifications revert back to default when restarting the game.
The CVAR was missing its ARCHIVE flag. Fixed.
Dropped items bounce off walls.
Yes they do. Having a weapon or the bomb 97% inside a wall is stupid.
When dropping a weapon it does not drop from the centre of the model.
Yes it does. Player->EyePosition()
The CVAR "cl_invertweapondrop" doesn't work.
Yea, for now this is removed. cs 1.6 style wins in this case.
Disabling chat click sound doesn't disable the clicks for server messages (joins, leaves etc).
You can filter these with the new chat box I believe, so this should be good.
Radio commands in chat are as follows: “(RADIO) NICKNAME:”, but should appear as “NICKNAME (RADIO):”
::Rolls Eyes:: Ok, fixed..
Anti-aliased font shadows and/or outlines are broken on some resolutions.
Yea the engines text AA has some issues, we are working on it.
The console commands “mp_autoteambalance, mp_autokick, mp_tkpunish” and “mp_limitteams” need to fixed/added.
I added limit teams, I will do more when I have time. These are easily done with plugins.
Having multiple items in a buy bind doesn't work correctly. An alias must be used to get this to work correctly.
It's literally been like 7 years since I made a buy script, someone explain this to me in more detail and I'll look into it. You should buy like a man though.
The round timer goes red at the beginning of the round for a split second.
Really? I'm honestly not that concerned about this.
If you get shot while shooting someone you get a double muzzle flash (one of to the left, one coming from the gun itself).
This is annoying and happens on occasion. I am actively trying to hunt this down. I'll find it.
Disconnecting from a server then reconnecting as setinfo name "" makes the player un-mutable.
We had this fixed on EP1 but then ported to OB where its impossible, so this is extra fixed. :P
Text can expand outside of the console.
How? This might be an engine thing.
“Net_graphheight” resets to 64 every time you restart the game.
Fixed.
Spectating while the server changes level causes the spectator’s game to crash.
Unable to replicate this, but I'll check everything anyway.
Holding a directional key as you die makes the camera continue to track the player who killed you, allowing you to ghost.
Fixed.
Changing your name before joining a team spams the player with "Your name will change next round" but won't actually change your name.
Fixed.
Pressing crouch just as you die will keep the deathcam locked on your body, allows players to ghost that area of the map where they died.
Fixed.
If theres anything not listed here that you noticed, go ahead and post it too.
Thanks,
-doublethink
GreatJob as always, double ;)
tiger
05-22-2010, 08:17 AM
Thanks, this is awesome.
Ported HL1 ducking code, duck/unduck and hop is the same as 1.6 now. Air strafing should also be back to how 1.6 was doing it.
Jizzed in my pants.
The FAMAS burst fire mode is incorrectly using the same recoil as the FAMAS in automatic.
See this thread (http://cspromod.com/community/threads/2145-Famas-Burst-Fire?highlight=famas+burst+fire) which perfectly describes the faulty recoil.
doublethink
05-22-2010, 08:42 AM
See this thread (http://cspromod.com/community/threads/2145-Famas-Burst-Fire?highlight=famas+burst+fire) which perfectly describes the faulty recoil.
Ok. thanks
Pariah
05-22-2010, 08:42 AM
Amazing list. Thank you for all your hard work! It is truly appreciated.
Simon
05-22-2010, 09:02 AM
AWESOME 1.05 is gonna be a surprise
I'm so curious about 1.05.
Great work and keep on. It will be amazing!
Great work as always! Looking forward to testing :D
deSno
05-22-2010, 10:17 AM
nice job guys, keep it up :D
skykov
05-22-2010, 10:18 AM
Great Job keep it up guys,
Twelve-60
05-22-2010, 11:03 AM
Woot! :D Awesome stuff.
- Twelve-60
Rampage
05-22-2010, 11:05 AM
nice job)) when will be release new devlog about new model and animation?
Snooc
05-22-2010, 12:11 PM
Great work Double, looking forward to 1.05!
WKOLOTA DETECTED
05-22-2010, 12:13 PM
nice job)) when will be release new devlog about new model and animation?
+1 Yes! When?
rcgnz
05-22-2010, 01:13 PM
CSP 1.05 to be too G for my pants.
men1kmati
05-22-2010, 01:17 PM
fixes look good, nice work.
puddin1
05-22-2010, 01:41 PM
Weapons do not drop consistently.
They do for me? When does the inconsistency happen? Clarify.
I think another huge factor is the way items drop when you die. This is a huge factor and needs to be fixed plz somebody notice this. It makes a huge difference, sometimes I expect a gun to be at somebody's feet and end up having to search for it, and dieing. In 1.6 they always drop at your feet and the bomb gets thrown, but in pro mod the gun gets thrown and the bomb goes somewhere random. just look.
http://img8.imageshack.us/img8/1664/dedust20006n.png
http://img36.imageshack.us/img36/9932/cspdust20014.jpg
http://img714.imageshack.us/img714/3510/dedust20007y.png
http://img534.imageshack.us/img534/5463/cspdust20016.jpg
I am guessing that was added to the bugs due to my post, this is what it means. PLEASE fix this it is a MAJOR flaw in 1.04's gameplay
Grenades are too large.
The nades in 1.04 begin to draw themselves immediately, so they appear "in your eyes". What we discovered is cs1.6 has a 100ms delay before the nade begins to render itself, which is now in 1.05. As far as the nades themselves this is dropped straight down at your feet in both games (taken @ 800x600 resolution, NO SCALING): http://redstar.cspromod.com/nades.jpg
They may be smaller than 1.6 but in the 1.6 world nothing looks as it should. What I am trying to say is that promod looks more realistic and graphical aspects are easier to notice even if they are smaller. I would love to see what the grenades would look like if they were a little smaller because they look freakin HUGE. Try this yourself: go spectate; have somebody throw a grenade; pause the game; and look at how HUGE they are compared to how big they look when you are just holding one. Why not make them to scale?
No noticeably audible defuse sound.
Yes there is? I can make it a little louder.
It is of my opinion that the distance you can hear a diffuse are not the same as they are in 1.6. I know you had a devlog a while ago about matching them up, but I think they may still be off. It has been a while since I tested it but I believe me and my friends came to the conclusion that they are off. Please test out further that the max distances are the same.
Sprays don't show while in freezetime.
Does this really matter?
Only if you want the game to look less glitchy. I don't think it needs to be in 1.05, but this is something I want to see eventually.
Having multiple items in a buy bind doesn't work correctly. An alias must be used to get this to work correctly.
It's literally been like 7 years since I made a buy script, someone explain this to me in more detail and I'll look into it. You should buy like a man though.
The way it worked was you would use: bind "kp_end" "awp;deagle;vesthelm;vest" . This doesn't work in pro mod.
Thx for the update =D. Sorry about all the negative stuff but I wanted to make sure you got some constructive criticism =D.
Chris
05-22-2010, 01:43 PM
Gj DT, ta :)
thinkor
05-22-2010, 01:48 PM
simply awesome
tiger
05-22-2010, 01:54 PM
This and about 5 other key thing from the 1.6 AWP are now fully implemented. It doesn't get more 1.6 then our current implementation of the AWP.
Can you tell us more about the 'other key things' please? Also, did you find a way to make crouch hopping (russian walking) possible without masking the sound?
PLEASE fix this it is a MAJOR flaw in 1.04's gameplay
You are right. Bomb behaves +- the same as 1.6 but guns rly "dont stay right below you".
The way it worked was you would use: bind "kp_end" "m4a1;ak47". This doesn't work in pro mod.
If you look into autoexec.cfg you will find alias b_akm4, which do exactly what you want and it is 100% functional ;)
Sprays don't show while in freezetime.
Does this really matter?
Only if you want the game to look less glitchy. I don't think it needs to be in 1.05, but this is something I want to see eventually.
+1
Redstar
05-22-2010, 01:57 PM
@tiger
Russian walking is in and does not mask the sound
pandasd
05-22-2010, 03:36 PM
About the quickswitching to your knife after shooting an AWP... I made soundfile about it, couldn't get video.
http://www.zshare.net/audio/76397908088a3802/
puddin1
05-22-2010, 04:53 PM
If you look into autoexec.cfg you will find alias b_akm4, which do exactly what you want and it is 100% functional ;)
True. Idk what the original poster of this fix had in mind (It wasn't me, I was just providing doublethink with an example). I'm thinking they wanted to use if for something that is not already implemented ;). ie bind "kp_end" "awp;deagle;vesthelm;vest" or something like that.
I will update my original post with that actually =D
venzin
05-22-2010, 05:13 PM
This is awesome russian walk is kinda lame :( but i hope the hitbox wont be f'kd up.
Chris
05-22-2010, 05:24 PM
Graphical
[list]
Smokes are see through on NVIDIA cards when Ambient Occlusion is on in the NVIDIA Control Panel.
I've tried it on the cs:s updated version with orange box engine, couldn't see through any smokes so I'm guessing it'll be the same in csp.
doublethink
05-22-2010, 06:02 PM
Weapons do not drop consistently.
They do for me? When does the inconsistency happen? Clarify.
I am guessing that was added to the bugs due to my post, this is what it means. PLEASE fix this it is a MAJOR flaw in 1.04's gameplay
Grenades are too large.
The nades in 1.04 begin to draw themselves immediately, so they appear "in your eyes". What we discovered is cs1.6 has a 100ms delay before the nade begins to render itself, which is now in 1.05. As far as the nades themselves this is dropped straight down at your feet in both games (taken @ 800x600 resolution, NO SCALING): http://redstar.cspromod.com/nades.jpg
They may be smaller than 1.6 but in the 1.6 world nothing looks as it should. What I am trying to say is that promod looks more realistic and graphical aspects are easier to notice even if they are smaller. I would love to see what the grenades would look like if they were a little smaller because they look freakin HUGE. Try this yourself: go spectate; have somebody throw a grenade; pause the game; and look at how HUGE they are compared to how big they look when you are just holding one. Why not make them to scale?
No noticeably audible defuse sound.
Yes there is? I can make it a little louder.
It is of my opinion that the distance you can hear a diffuse are not the same as they are in 1.6. I know you had a devlog a while ago about matching them up, but I think they may still be off. It has been a while since I tested it but I believe me and my friends came to the conclusion that they are off. Please test out further that the max distances are the same.
Sprays don't show while in freezetime.
Does this really matter?
Only if you want the game to look less glitchy. I don't think it needs to be in 1.05, but this is something I want to see eventually.
Having multiple items in a buy bind doesn't work correctly. An alias must be used to get this to work correctly.
It's literally been like 7 years since I made a buy script, someone explain this to me in more detail and I'll look into it. You should buy like a man though.
The way it worked was you would use: bind "kp_end" "awp;deagle;vesthelm;vest" . This doesn't work in pro mod.
Thx for the update =D. Sorry about all the negative stuff but I wanted to make sure you got some constructive criticism =D.
Nothing to be sorry about, thanks for the info. We will look into the defuse sound and the binds. We really like the charm of the 1.6 sized nades, and it will make them easier to spot what type it is once the real HE Nade is in. Keep in mind the horrible pineapple's days are numbered.
hxcguitarist
05-22-2010, 06:04 PM
Awesome Devlog! I have been wanting to read one like that for a while :) Thanks!
heyron618
05-22-2010, 07:02 PM
awesome job doublethink. I'm sure there's a few things that the community can look at and clarify for you. But honestly at this rate of bug fixes, I can't see CSP being in beta for more than a couple of updates.
Looking forward to playing 1.05!
MaximilianKohler
05-22-2010, 07:08 PM
Very nice work! Glad to see all the movement options including crouch running brought over from 1.6.
great, now you just need to release it
expunge
05-23-2010, 12:26 AM
looks like you have fixed a lot of problems in 1.04. Are we able to get some screen-grabs of such things like the smokes and what not. I am interested to see how they look.
expunge
05-23-2010, 01:22 AM
like da sm0kez monstah from LoSt :D~
Lordearon
05-23-2010, 03:05 AM
Great stuff, I've linked this thread on reddit (http://www.reddit.com/r/cspm/comments/c770a/2205_new_dev_log_on_bug_fixes_in_csp_105/) where it's easier to discern the 'goodjob' posts from the relevant ones.
I have the following comments/questions:
In 1.6 if you stand on the bomb it raises the player a couple of units higher, this doesn't happen in CSP (intentional)?
Yes, the bomb is larger and would give weird advantages to the T's if they could do that. Especially nuke upper mid boxes
hmm, no more 1 ct vs 2 T situations where the ct fake defuses, then jumps on top of some box he would otherwise be unable to, by using the bomb? :(
that always resulted in awesome clutch situations (thinking about inferno)
kkanner
05-23-2010, 03:22 AM
i am jizzin in my pants if the movement(done) and recoils are exactly replicated! :DDDDDDDDDD
also ^^ guy above me has a serious point. you NEED to be able to get onto the bomb to get onto boxes. everyone other than the planter(makes no sense) in 1.6 can do this and it really adds more complexity to the game. should be added/tweaked!
actually i prolly jizzed my pants anyway lookin at that list of fixes...keep tweakin that recoil, ask some pro players for opinions!!
Massey
05-23-2010, 03:41 AM
It's amazing how many people I've seen jizz their pants on this forum.
I don't think this is what the developers want tbh.
:)
Rampage
05-23-2010, 04:06 AM
i think devlog about animation will be much better and interesting.
hmm, no more 1 ct vs 2 T situations where the ct fake defuses, then jumps on top of some box he would otherwise be unable to, by using the bomb? :(
that always resulted in awesome clutch situations (thinking about inferno)
I still think that the planter ONLY can stand on the bomb and the rest has clipped bomb :(
[RO]Merdiso
05-23-2010, 04:09 AM
Amazing thread, as usual.
Keep it up, now I really can't wait for 1.05, it sounds very good.
Orthanc
05-23-2010, 04:53 AM
Awesome ! Seems like a lot has been done behind the scene. What about the issues pointed out in this thread though ?
http://cspromod.com/community/threads/2483-Solution-to-Sound-System(1.6-CSS-CSP-sound-system-breakdown)
expunge
05-23-2010, 05:45 AM
very much off-topic but definitely on everyones minds. can we expect to see CSP 1.05 BETA release within the next 3-6 months or has the team decided it is best not to hype up the community with dates and whatnot to avoid unwarranted criticism from morons who take a BETA as a finished product - like a smart development team would do
PutridBeing
05-23-2010, 05:58 AM
very much off-topic but definitely on everyones minds. can we expect to see CSP 1.05 BETA release within the next 3-6 months or has the team decided it is best not to hype up the community with dates and whatnot to avoid unwarranted criticism from morons who take a BETA as a finished product - like a smart development team would do
I can answer that. No estimated dates. You know how well that has worked in the past, right?
expunge
05-23-2010, 06:01 AM
I can answer that. No estimated dates. You know how well that has worked in the past, right?
yeah my point exactly. I hope one day i just log on come to check out alba's cool devlog site and BANG CSP1.05 RELEASED.. everyone is smiling, the towns folk are over the moon and people are playing soggy biscuit and singing WE ARE THE CHAMPIONNNNSSSSS MY FRIENDSSSS
tiger
05-23-2010, 06:47 AM
hmm, no more 1 ct vs 2 T situations where the ct fake defuses, then jumps on top of some box he would otherwise be unable to, by using the bomb? :(
that always resulted in awesome clutch situations (thinking about inferno)
Agreed. It's always been a part of CS and I don't think anyone has ever complained about it (it's never been forbidden by leagues either). You should ask pro players on this one.
Yes, the bomb is larger and would give weird advantages to the T's if they could do that. Especially nuke upper mid boxes.
Well, CTs can do it as well as Ts. Perhaps you can make it the same way as in 1.6 where only the planter cannot do that.
expunge
05-23-2010, 07:40 AM
I'm going to have to agree with the masses on this one. it isn't really something that should be completely removed from the game.
cryeR
05-23-2010, 07:48 AM
Please make me happy -> http://cspromod.com/community/threads/1289/
n69ky
05-23-2010, 09:59 AM
Hey redstar is that csp screenshot (compare ss of the nades) with the new 1.6 viewheight? Otherwise it wouldn't be the same nadesize. ^^
expunge
05-23-2010, 10:23 AM
yeah redstar zZZz
trekkster
05-23-2010, 12:17 PM
nice update. great improvement.
menace
05-23-2010, 12:37 PM
nice work progress. *thumbs up* Good luck with the ak and deagle tweaks. I think there's a few threads which go into detail why the ak recoil feels different, but I can't seem to find them.
brainz
05-23-2010, 03:13 PM
OOO MY GOD>>> AWESOME WORK BRO>>>>> KEEP IT COMING>>>>>> :d;)
heyron618
05-23-2010, 04:25 PM
Doublethink and Redstar:
I don't think there's any problem with the sound levels for defusing, gunfire, footsteps, etc. I think the REAL problem lays within the CSP sound system itself.
Please look over this thread if you guys haven't already: http://cspromod.com/community/threads/2483-Solution-to-Sound-System%281.6-CSS-CSP-sound-system-breakdown%29
If Fokz didn't hit the nail on the head, he at least came incredibly close to defining the problem and proposing a worthwhile solution. There are a number of people, including myself, that believe that the current sound system is flawed but weren't quite sure why (similar to complains about the recoil for the ak and deagle) In my opinion, the only thing missing from Fokz's research was the effects of sound through walls (which may be different in CS/CSS/CSP).
We don't expect this solution to be in CSP 1.05 (although it would be nice), but we do at least hope you guys will tell us if this is something you'll look into. Because for many people, sound is one of the only major issues left with CSP.
P.S. Keep up the good work, CSP is so close to becoming my favorite version of counter-strike ever.
wHEElEr
05-23-2010, 08:29 PM
in response to: "Having multiple items in a buy bind doesn't work correctly. An alias must be used to get this to work correctly.
It's literally been like 7 years since I made a buy script, someone explain this to me in more detail and I'll look into it. You should buy like a man though."
binding more than one weapon to a single key, is VERY easy, and NOT broken in any way.
bind "F6" "buy flashbang;buy hegrenade;buy smokegrenade;buy defuser;buy flashbang"
ripped directly from my config, the functionality is the exact same as 1.6 and source, you people are just stupid.
Redstar
05-23-2010, 09:27 PM
@heyron618
I'll start doing some advanced research on 1.6/CSP sounds pretty soon to spot the main issues and get some precise values so we can improve the CSP sound system
doublethink
05-23-2010, 09:51 PM
Thanks to everyone who gave feedback here, we will use it continue improving things.
Please keep the relevant information coming.
Lordearon
05-23-2010, 11:43 PM
any comments on the bomb clipping issue mentioned? or just an acknowledgment would be enough
something like "noted, we'll look into it"?
versx
05-24-2010, 01:27 AM
cant wait for 1.05!!!!!!!!
PutridBeing
05-24-2010, 01:47 AM
any comments on the bomb clipping issue mentioned? or just an acknowledgment would be enough
something like "noted, we'll look into it"?
This is unofficial!
Double apparently has the bomb clipping working at the moment the same way it was in 1.6 (All but planter can step on bomb, which we tested) and even made a comment saying he could see why people would want that. As to whether or not he tries making it possible for the bomber to step on the bomb I don't know.
doublethink
05-24-2010, 02:19 AM
any comments on the bomb clipping issue mentioned? or just an acknowledgment would be enough
something like "noted, we'll look into it"?
Ok, I have made the bomb fully stand-able, as it should be. Exactly the way 1.6 does it.
I also just designed a system to allow the planter to use it too, for those 1v3 situations with a terrorist by himself.
EDIT: tested, works well. its in :)
Twelve-60
05-24-2010, 04:35 AM
Ok, I have made the bomb fully stand-able, as it should be. Exactly the way 1.6 does it.
I also just designed a system to allow the planter to use it too, for those 1v3 situations with a terrorist by himself.
EDIT: tested, works well. its in :)
! woot
- Twelve-60
So now we're able to plant the bomb and stand on it only on 1vsx situations or all the time?
drosalion
05-24-2010, 05:31 AM
Ok, I have made the bomb fully stand-able, as it should be. Exactly the way 1.6 does it.
I also just designed a system to allow the planter to use it too, for those 1v3 situations with a terrorist by himself.
EDIT: tested, works well. its in :)
Thats awesome, nice work. Probably one of the things where this game actually improves upon what CS 1.6 does by allowing the planter to do it too (imo).
So now we're able to plant the bomb and stand on it only on 1vsx situations or all the time?
All the time, that's not even a question. To make this work only in x vs x would be a ton of work for nothing :P
expunge
05-24-2010, 06:56 AM
someone get me some screenshots so i can beat my meat
n69ky
05-24-2010, 10:04 AM
someone get me some screenshots so i can beat my meat
http://img208.imageshack.us/img208/6708/ssforthenoob.png
im ain't gonna write a description, so don't mind the numbers.
expunge
05-24-2010, 11:14 AM
his urine is solid :S?
rofl, whats the advantage of standing on top of the bomb?! Oo i dont really get it...
rofl, whats the advantage of standing on top of the bomb?! Oo i dont really get it...
You can jump on box from bomb...
venzin
05-24-2010, 11:48 AM
This is... Awesome!!!!!!!!!!!!!!
tiger
05-24-2010, 12:11 PM
rofl, whats the advantage of standing on top of the bomb?! Oo i dont really get it...
You can step on it and then jump onto boxes. It's pretty useful on inferno A bombsite for example.
wHEElEr
05-24-2010, 02:12 PM
dingdingding
doublethink
05-24-2010, 06:08 PM
So now we're able to plant the bomb and stand on it only on 1vsx situations or all the time?
It waits until you clear it, then becomes solid. So when you plant you aren't pushed into the air, because that would be bad.
The same is true if you plant on someone's head, it clips through them to the ground, then waits for them to leave. It's pretty slick.
I think it's a bad idea to allow the planter to use it too. Inferno first round bomb site A, 1on1 planter jumps behind boxes..gg
likfik
05-24-2010, 07:09 PM
words and words... boring :O maybe few screenshots with new models? or new information about animation?
dude be happy your even getting news at all...-_-
I think it's a bad idea to allow the planter to use it too. Inferno first round bomb site A, 1on1 planter jumps behind boxes..gg
That's why you check behind the boxes ;)
Loving the updates btw dev's keep it up! :D
Rampage
05-25-2010, 12:35 AM
I wrote 2 posts about 1.05 for 2 weeks (whole time O_o) ok. kiss ass developers - do you think this is a real help?
expunge
05-25-2010, 01:37 AM
do you have a list of bugs that you are/will be fixing in the near future? if so can we get a list to see what we can expect?
doublethink
05-25-2010, 03:25 AM
words and words... boring :O maybe few screenshots with new models? or new information about animation?
I am working on code, that is my job. That is what this post is about. Thank you for your enthusiasm.
do you have a list of bugs that you are/will be fixing in the near future?
I think, its pretty clear from current buglist. Some bugs on it are not labeled as fixed :)
doublethink
05-25-2010, 03:57 AM
I wrote 2 posts about 1.05 for 2 weeks (whole time O_o) ok. kiss ass developers - do you think this is a real help?
Please keep your comments to bugs and the topic of the thread. If you haven't noticed, many people in this thread posted criticism, and I immediately began working on their requests because they were code related. That is what I do, I code.
Thats what this thread is for. Thank you for your passion, no matter how misguided it may be.
do you have a list of bugs that you are/will be fixing in the near future? if so can we get a list to see what we can expect?
I'm not publishing the orange box issues until we are father along, I am making another log for that. Since a lot of the EP1 stuff carried over, I figured I'd work off this list to make sure a lot of feature requests and old bugs were fixed.
--- Update ---
Hey redstar is that csp screenshot (compare ss of the nades) with the new 1.6 viewheight? Otherwise it wouldn't be the same nadesize. ^^
viewheight is exactly the same as 1.6 now. 53 units off the ground.
MCkubbe
05-25-2010, 06:23 AM
I am working on code, that is my job. That is what this post is about. Thank you for your enthusiasm.
Thank you for your Enthusiasm , yeah - probably best to shot him with shotgun , than say " thank you for your enthusiasm" with dev 'laugh' , "Thank you for your enthusisasm" - no , we thank you for your cold-iness . .
That's why you check behind the boxes ;)
Loving the updates btw dev's keep it up! :D
Dude, first round, no deagle as ct so you can't shoot through the box. The T will just wait till you defuse, make a quick duck to look over if you keep defusing and if you are kill you with a shot. You don't have a chance there, unlike you kill him when he ducks.
doublethink
05-25-2010, 06:42 AM
Please make me happy -> http://cspromod.com/community/threads/1289/
I have added something I think you'll like for 1.05. :)
cl_crosshair_thickness 0/1
--- Update ---
Dude, first round, no deagle as ct so you can't shoot through the box. The T will just wait till you defuse, make a quick duck to look over if you keep defusing and if you are kill you with a shot. You don't have a chance there, unlike you kill him when he ducks.
alright, don't freak out. It could be a server side CVAR if its that much of an issue.
jasofisle
05-25-2010, 06:47 AM
jeahhhhhhhhhhhh, i was waiting for the russenduck to be implanted in the game for so long.
im rly looking forward to the 1.05
gj!
greets
I don't mind the planter being able to do it... you can check that box and shoot the T even with a usp anyway, you just have to do it while touching the wall. But hey, anything that opens room for more creative playstyles is good to me, and also makes it more exciting to watch 1v1's.
About crosshair thickness, what exactly does it do? Since it's a boolean flag, does it just increase the thickness of the crosshair by a fixed value or what?
The image I had of a command of that sort was with a few options with each making it a bit more thick, so idk. Still good to have it though :).
Rampage
05-25-2010, 07:11 AM
I love dev team))) you deleted my post. Now you are trying to change the meaning of what I wrote. special for your i can repeat. You did a great job, but your main disadvantage is that you want to hear only positive feedback. I wrote about a new devlog 2 times per week, and immediately received a ban and insults.
If you hear something you do not like it, you immediately Ban this person. In this topic, I see the same 60-70 posts (amazing,awesome and etc) None of your team did not say that this is spaming. I wrote two posts about csp 1.05 for the week, and you call me a spammer. why? I know a lot of bugs in the csp, but I'm not going to write about them, because I will be ban. Developers are grateful for the proper criticism at the forum new css beta. Therefore, they game is getting better every day.
ps stupid kids who kisses your ass every day (n69cki, madmax, venzin, n69ski) will not help you make the game better.
n69ky
05-25-2010, 07:11 AM
thickness is pure sickness
+1
so i can play with transculent on again :P dont know have some problems with seeing the crosshair when its only 1 px thick, so i turnerd on solid crosshair.
thankx dude.
Lordearon
05-25-2010, 07:40 AM
Dude, first round, no deagle as ct so you can't shoot through the box. The T will just wait till you defuse, make a quick duck to look over if you keep defusing and if you are kill you with a shot. You don't have a chance there, unlike you kill him when he ducks.
or you use the bomb to jump on the boxes and check his box... he won't be able to move and you can strafe back and forth to kill him,
thanks for the quick reply and the very slick solution:
It waits until you clear it, then becomes solid. So when you plant you aren't pushed into the air, because that would be bad.
The same is true if you plant on someone's head, it clips through them to the ground, then waits for them to leave. It's pretty slick.
very slick indeed! Even fixes another bug of 1.6
haGisson
05-25-2010, 08:34 AM
mmmh movement changes :)
ExoFun
05-25-2010, 09:51 AM
I have added something I think you'll like for 1.05. :)
cl_crosshair_thickness 0/1
--- Update ---
alright, don't freak out. It could be a server side CVAR if its that much of an issue.
And what about the Altering crosshair size:
http://cspromod.com/community/threads/469
Your gonna add that in the future for CSP?
doublethink
05-25-2010, 10:54 AM
or you use the bomb to jump on the boxes and check his box... he won't be able to move and you can strafe back and forth to kill him,
thanks for the quick reply and the very slick solution:
very slick indeed! Even fixes another bug of 1.6
I figured you'd like it.
Redstar
05-25-2010, 11:40 AM
You did a great job, but your main disadvantage is that you want to hear only positive feedback
Since when? Negative feedbacks are really helpful, as long as they are constructive!
If you hear something you do not like it, you immediately Ban this person
Wrong again, you got banned because of your constant spamming, flaming and insults towards members of this community and CSPromod developers. We never ban people because we disagree with them, everyone has the right to express his opinion and we respect that
FanGLe
05-25-2010, 11:57 AM
it's pretty useful @ inferno A bomb site!!!!!
jeahhhhhhhhhhhh, i was waiting for the russenduck to be implanted in the game for so long.
im rly looking forward to the 1.05
gj!
greets
Wait, what?
No one mentioned russianwalk, I hope.
xtobix
05-25-2010, 02:26 PM
nice devlog. :)
good to hear something more about bugfixing.. i think good coding is so very important for a good game..
(nice models aswell but.. yea.. good coding is a must have :> )
tiger
05-25-2010, 02:28 PM
Wait, what?
No one mentioned russianwalk, I hope.
Ported HL1 ducking code, duck/unduck and hop is the same as 1.6 now. Air strafing should also be back to how 1.6 was doing it.
Russian walking is in and does not mask the sound
Since it won't mask the sound you don't have to warry about it, it's just the movement.
Lordearon
05-25-2010, 03:07 PM
but see, I can't upvote this thread! I've got a serious case of reddit-itis
mmmm titties
Very nice fixes... I'd love to "try them" out right now :D
THEiNTERNETS
05-25-2010, 03:31 PM
@tiger
Russian walking is in and does not mask the sound
I thought this was classified as a bug and anti-competitive and therefore would not ever be in CSP. What has changed between now and the lo3 interview to re-introduce it?
I'm assuming because it generates sound it's no longer considered a bug? But what about the hitboxes? And what about the spectator friendliness of it? What about the complaints of tournament and league organizers?
Well obviously since they put it in, and considering they have absolute control over all animations in the game, I'm pretty sure the hitbox/spectator friendliness problem is a thing of the past.
And yes, the tournament/league organizers complaints were mostly about it masking the sound, hence why they just limited it to prohibiting people from binding +duck to the mousewheel, since that's the only way you can Russian Walk effectively (masking the sound that is).
THEiNTERNETS
05-25-2010, 04:11 PM
Ah, thanks for explaining, Mith.
I stopped playing 1.6 shortly before it got really popular in the competitive scene so I'm wondering if someone can explain what the competitive use of it would be now that the sound is produced correctly and the hitboxes track appropriately?
Is there any reason to use it over strafe jumping?
Or is it going to become a technical artifact of the engine with little tactical advantage at this point?
People use it mostly to peek over corners, since it's an alternate way of just running straight into the guy's crosshair. It's also useful for going through gaps or getting inside vents/under trains. I don't see much incentive in doing it repetitively right now since it doesn't mask the sound or anything else, maybe for dodging awp shots it might still be useful.
Any news about double-binds? If it was already mentioned, my apologies. I had some dank bud earlier.
;-)
haGisson
05-26-2010, 01:32 AM
Any news about double-binds? If it was already mentioned, my apologies. I had some dank bud earlier.
;-)
it's only possible via .cfg at the moment
expunge
05-26-2010, 02:23 AM
most players use CFG's any who. It would just be a problem for LAN events when GUI's lock console etc and you have to do it thru the menu
Masternoob
05-26-2010, 07:32 AM
thx for the updates....really nice to see some progress..i hope 1.05 isnt to far away :3
keep up the good work devs!
kkanner
05-27-2010, 07:41 PM
I think the issue regarding the planter being able to step on the bomb needs to be discussed further!
pros: planter can get on boxes or behind moto box, yay!
cons: planter can get behind moto box, hmmmm...
moto box is a serious advantage and would take extra time to search if youre a ct and it's a 1v1. just some food for thought
doublethink
05-27-2010, 11:35 PM
I think the issue regarding the planter being able to step on the bomb needs to be discussed further!
pros: planter can get on boxes or behind moto box, yay!
cons: planter can get behind moto box, hmmmm...
moto box is a serious advantage and would take extra time to search if youre a ct and it's a 1v1. just some food for thought
The more depth the better! But yea we'll put it to a vote or something. It can be CVAR-ed too. The possibilities are endless really. <:
Twelve-60
05-28-2010, 12:40 AM
I really don't see it being a problem, it just adds an extra element to the gameplay, which opens up some great clutch possibilities :D
- Twelve-60
1nfern0
05-28-2010, 12:52 AM
The addition of more accesible bomb boosting will only make the game more strategic. It adds a good depth to the game. It's not unfair. You'll get your chance to take advantage of it just as the other team did. People shouldn't be in disagreement because they are afraid of the game getting more challenging.
There are many strategies that come with bomb boosting and many counter-strategies for everyone to figure out to use against it. Key words being figure out ;)
haGisson
05-28-2010, 01:22 AM
The addition of more accesible bomb boosting will only make the game more strategic. It adds a good depth to the game. It's not unfair. You'll get your chance to take advantage of it just as the other team did. People shouldn't be in disagreement because they are afraid of the game getting more challenging.
There are many strategies that come with bomb boosting and many counter-strategies for everyone to figure out to use against it. Key words being figure out ;)
totally agree!
n69ky
05-28-2010, 01:55 AM
btw its CT's fault if the Ts get a chance to plant.
tiger
05-28-2010, 06:13 AM
Since a CT can use the bomb boosting, I think it's only fair that, in a 1v1 situation, the T be allowed to do it as well.
Regarding the moto box, if a T manages to plant, jump and get behind it, it's not really that much of an advantage as a CT can jump on the box using the bomb too and easily manage to kill the T. I'm already looking forward to this kind of clutch situations :)
Furthermore, I don't think it should be cvar'd as I wouldn't want to find myself not being able to do so just because it's turned off on the the server I'm playing on, that could be quite frustrating if I got used to it. We should just see how it turns out in 1.05.
Lordearon
05-28-2010, 07:08 AM
yeah, I said the exact same thing tiger said here: http://cspromod.com/community/threads/2746-Bug-Fix-Work-May-22?p=41102&viewfull=1#post41102
and totally agree with tiger
downbad
05-28-2010, 09:03 AM
Being that the devs have complete control over the mod, I say we atleast give it a go in 1.05. They can always change it back if it does create an unwanted chane to gameplay.
doublethink
05-28-2010, 01:57 PM
Being that the devs have complete control over the mod, I say we atleast give it a go in 1.05. They can always change it back if it does create an unwanted chane to gameplay.
I was leaning towards this but we'll see how it goes.
The truth is I had to design the system either way within the code, because the bomb needed to become solid if you planted while standing on someones head. Since it noclips through the person beneath you to the ground. The way 1.04 was doing it was very incorrect.
So the time I invested had to happen anyway.
cryeR
05-28-2010, 02:01 PM
an automated scrim/ gather mod would be, cool like in ESEA gather
vapiant
05-29-2010, 08:57 PM
SHIT I'm not sure I'll stay in cs:s... nah got to make better maps, before that'll happen ;D
FourKingAce
06-02-2010, 12:51 PM
an automated scrim/ gather mod would be, cool like in ESEA gather
I could be mistaken but i remember playing csp a while ago and everyone had to type 'ready' to start the match. dont know if i dreamt this... ;)
n69ky
06-02-2010, 02:53 PM
That was 1.03 when I remember right.
rcgnz
06-02-2010, 09:52 PM
Inbuilt Warmod tbh.
on it 12 :D
Jobashi
06-06-2010, 10:37 AM
sweet, we'll spam you with more necessary/unnecessary bugs!
Gj
vapiant
06-06-2010, 08:50 PM
BUG!
Pistol aim is not accurate like in the other counter-strike games.
I realised it by using the USP as I'm a big user of it in both 1.6 and Source. Well from what I'm used to the USP hits 100% accurate on the first 2 shots if you spam it while standing still(In CS:S, CS1.6 and CS:CZ). I've tested this a lot and I've come to the conclusion that the CSP USP hits random on all shots, even if it's 1st shot it won't hit precisely like in 1.6 or source.
Glock is might even worse, well I don't use it much in 1.6, but I know it can hit. Sometimes 1st shot can hit out side crosshair range, I use Large! It's unpredictable and doesn't feel right.
CSP Deagle is more precise than in source, but I've been told it's more accurate in 1.6 than in CSP. I don't really know, in source you have to swing your aim before it'll hit precisely...
But I'm sure the aim is totally wrong (And yes cl_dynammiccrosshair is 0)
Please look into it :D
n69ky
06-07-2010, 12:49 AM
You just don't notice you've hit, but you have.
Mazzer
06-07-2010, 04:28 AM
im sure the flinch anims that now play when someone takes a hit will help that. (not aim issues, but knowing if you've hit someone)
Lordearon
06-07-2010, 05:14 AM
I loved the huge blood splatter the usp hs gives, it so satisfying... aim_map_usp used to be my favorite training map.
Chris
06-07-2010, 01:38 PM
im sure the flinch anims that now play when someone takes a hit will help that. (not aim issues, but knowing if you've hit someone)
How are the animations doing Mazzer, how much % did you do approximately?
Any upcoming information about your progress? Praying for some answers here :D
So curious!
vapiant
06-07-2010, 03:58 PM
Well I tested it by making double shots in to the wall in all the games and then compare it... In 1.6, cz and source both shots hits the exact same place. As I said: in csp it hits random...
Lordearon
06-07-2010, 03:58 PM
yeah, we see some info of the animations that are being revised, any info on how much has more or less reached an almost close to final status for 1.05? (not implying final status won't be changed in 1.06+)
Mazzer
06-07-2010, 06:03 PM
you can talk anim here http://cspromod.com/community/threads/2615-Animation-Updates?p=41885&viewfull=1#post41885 :)
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