View Full Version : Things need to be worked on
Edu91
10-18-2011, 07:57 AM
Hey guys, mad respect from me!
let me give my 2 cents about some big changes that need to be done in order for this game to work.
The smoothnes from 1.6 needs to be brought to promod. I miss that quake 3 arena smoothness that 1.6 had and promod doesnt. When i play promod and go back to 1.6, everything is alot faster and quicker! The animations dont work the way they should. When I see some guys running it looks like they are ice skating. Also, we want more blood. Maby it sounds psycho but it gives a better feeling when you give a headshot. Remember that feeling you get when you shoot 1 bullet headshot in 1.6 and the blood flew in the air. Its a statement that gives you the feeling you OWNED them!
Also , when u kill somebody, he needs to lay down alot quicker man! BAM , headshot, BAM FLY and BAM dead.. no slow realistic animations, realism doesn't always work. Id rather have somebody explode when he dies then slowly suffering on the ground. Its the small things that make a game work.
Sounds: implent all 1.6 sounds in source for big up nostalgie. Nostalgie is important to keep the old players alive!
Thanks guys love you
gperes
10-18-2011, 08:03 AM
nostalgic players must keep playing 1.6.
Edu91
10-18-2011, 08:06 AM
not true, eventually the game will die over age. they cant keep playing. besides the nostalgie. When i shoot with a deagle it feels like im shooting a plastic ball gun from the market.
Hey guys, mad respect from me!
let me give my 2 cents about some big changes that need to be done in order for this game to work.
The smoothnes from 1.6 needs to be brought to promod. I miss that quake 3 arena smoothness that 1.6 had and promod doesnt. When i play promod and go back to 1.6, everything is alot faster and quicker! The animations dont work the way they should. When I see some guys running it looks like they are ice skating.
The animations are crappy, it's known, and as far as i know it's being working on. Part of the smoothness factor might be the animation delay (which has been addressed) and the fact that the recoil patterns are more random, and shake your screen more, makes shooting around feel choppy in several situations.
Also, we want more blood. Maby it sounds psycho but it gives a better feeling when you give a head shot. Remember that feeling you get when you shoot 1 bullet headshot in 1.6 and the blood flew in the air. Its a statement that gives you the feeling you OWNED them!
New decals are already on the work that show even more blood. But i don't think we need more blood, there's already plenty of it flying around (specially on non-helmet head shots). If the devs add more there will be too much blood and it will probably become a distraction.
Also , when u kill somebody, he needs to lay down alot quicker man! BAM , headshot, BAM FLY and BAM dead.. no slow realistic animations, realism doesn't always work. Id rather have somebody explode when he dies then slowly suffering on the ground. Its the small things that make a game work.
Sounds: implent all 1.6 sounds in source for big up nostalgie. Nostalgie is important to keep the old players alive!
Thanks guys love you
As i mentioned before, animations are delayed by quite a lot, which makes everything feel and look slower. In fact, when you shoot everyone it will take them around 100 ms to flinch, react, drop down, etc.
1.6 Sounds can't be implemented, it's illegal, since it's a CSS mod, not a CS 1.6 mod. We all know the nostalgia factor, and as far as i know someone mentioned yesterday that some people are recording custom new sounds to overhaul the game.
n69ky
10-18-2011, 11:20 AM
Sounds: implent all 1.6 sounds in source for big up nostalgie.
If we gon add cs1.6-like sounds, we'd have to make new ones. I'll not play CSP with 8bit sounds ;O.
n3krO
10-18-2011, 02:16 PM
If we gon add cs1.6-like sounds, we'd have to make new ones. I'll not play CSP with 8bit sounds ;O.
Have you got any problem with cs1.6's 8bit sounds? Silence! I kill you! http://www.youtube.com/watch?v=1uwOL4rB-go#t=125s
They are much better then source sounds. I would prefer using those 8bit sounds rather then this crappy source sounds
Althought you can get better quality for it, don't say that you would not use the cs1.6 sounds just becuz they are 8bit and the source not.
n69ky
10-18-2011, 02:51 PM
Have you got any problem with cs1.6's 8bit sounds? Silence! I kill you! http://www.youtube.com/watch?v=1uwOL4rB-go#t=125s
They are much better then source sounds. I would prefer using those 8bit sounds rather then this crappy source sounds
Althought you can get better quality for it, don't say that you would not use the cs1.6 sounds just becuz they are 8bit and the source not.
i'd prefer anything over some specific css sounds!
but getting 8bit sounds is not the right way to do it.
maybe as a workaround, but I'm not that annoyed by the css sounds just yet.
plus theres the sv_pure problem with custom sounds...
and no, they'll never get officialy inculded in csp. (just saying!) :P
they = original cs1.6 sounds.
(written /opinion as comunity member)
n3krO
10-18-2011, 03:33 PM
I remember i was trying to replace the sounds for sv_pure 0 and i got strange sounds O.o
I don't say that having cs1.6 sounds forever in cspromod would be perfect. But i would prefer be using cs1.6 sounds while we don't have custom sounds O.o
I hope some sounds start to be replaced in csp1.10 :O
MaximilianKohler
10-20-2011, 06:52 PM
I've just read all the 1.08 feedback threads and I haven't seen the smoke bug mentioned anywhere. In servers sometimes people don't see any smokes and even though there are 3 smokes between u and him he can see and kill you easy.
I've just read all the 1.08 feedback threads and I haven't seen the smoke bug mentioned anywhere.http://update.cspromod.com/post/504
It has been fixed for 1.09.
Usp spread values appear off from their 1.6 equivilents, the spread inaccuracy factor is also off. I haven't tested every weapon, but if the developers pm me I'll be more than happy to forward my work.
incubus
10-22-2011, 01:49 AM
the fact that the recoil patterns are more random, and shake your screen more
Here we go again...
But i don't think we need more blood, there's already plenty of it flying around (specially on non-helmet head shots). If the devs add more there will be too much blood and it will probably become a distraction.
You think wrong. The game needs to get prettier to attract more players. Hell, I was even thinking of porting this thing to CryEngine3.
Usp spread values appear off from their 1.6 equivilents, the spread inaccuracy factor is also off. I haven't tested every weapon, but if the developers pm me I'll be more than happy to forward my work.
The pistol code has been re-factored for 1.09 and it's *cough* exactly same as 1.6 now. But go ahead and pm me what you have. ;)
Here we go again...
Explain? You're implying this has already been discussed? I just said the patterns are not 1:1...
You think wrong. The game needs to get prettier to attract more players. Hell, I was even thinking of porting this thing to CryEngine3.
I never mentioned i'm against of making the game look prettier. I'm against making it so when you shoot a person there's an instant fountain of blood.
n3krO
10-22-2011, 04:10 AM
What adding more blood or not change the amount of new players it attrack? most of them are used to shitty css, cod and bf blood ;)
holy shit, 1.09 uberversion?
n69ky
10-22-2011, 06:59 AM
holy shit, 1.09 uberversion?
just more stable, more cleaned up, mostly fixes on things you will not even notice. but still needed tho.
I don't know, if there are any new feature for the new version?! :D lets wait and see, shall we?
tiger
10-22-2011, 07:03 AM
Explain? You're implying this has already been discussed? I just said the patterns are not 1:1...
You fail to understand there is a randomness applied to the "patterns". In fact there is some randomness applied the spread AND the punch angles. I'm talking about 1.6 here and we have perfectly replicated this. So if you compare the two games, the "patterns" won't be identical due to those random factors BUT what's not not random matches exactly.
holy shit, 1.09 uberversion?No. No version of CSP will be the uber one. The curently used development pace is incremental now not radical.
ilam:
the fact that the recoil patterns are more random, and shake your screen more
Declaring something as a fact is... dangerous.
deefop
10-22-2011, 12:07 PM
Here we go again...
You think wrong. The game needs to get prettier to attract more players. Hell, I was even thinking of porting this thing to CryEngine3.
The pistol code has been re-factored for 1.09 and it's *cough* exactly same as 1.6 now. But go ahead and pm me what you have. ;)
Cryengine 3? Idk if that would be a good idea... I'm thinking a lot of peoples systems wouldn't even be able to handle it. My amd x3 740 @ 3.6ghz and HD 5850 is a very solid system, but ce3 is a monster of an engine. Aren't you guys planning on porting it to the new source SDK after valve releases it with CS:GO?
n69ky
10-22-2011, 12:57 PM
There will be no new sdk. Maybe some new compiling tools for hammer and such, like we have from sdk2009 too...
I'd be surprised if valve fon release a real sdk soon...
n3krO
10-22-2011, 03:41 PM
There will be no new sdk. Maybe some new compiling tools for hammer and such, like we have from sdk2009 too...
I'd be surprised if valve fon release a real sdk soon...
We have tools from sdk2009? or you mean when you chose hammer for CSS and it oppens for source 2009?
I believe they will release new sdk...
n69ky
10-22-2011, 04:19 PM
sdk2009 compiler for the maps and stuff.
but no sdk2009 engine :P
You fail to understand there is a randomness applied to the "patterns". In fact there is some randomness applied the spread AND the punch angles. I'm talking about 1.6 here and we have perfectly replicated this. So if you compare the two games, the "patterns" won't be identical due to those random factors BUT what's not not random matches exactly.
The weapon recoil doesn't feel the same as in 1.6 and that was my whole point. The 1.6 recoil seems to be more manageable and predictable, in this game sometimes the weapons just kick in out of nowhere.
Declaring something as a fact is... dangerous.
Indeed, i understand... I guess i just got too confident.
deefop
10-23-2011, 02:00 PM
There will be no new sdk. Maybe some new compiling tools for hammer and such, like we have from sdk2009 too...
I'd be surprised if valve fon release a real sdk soon...
Chet from valve stated in the one of the interviews that valve will be releasing a new SDK when cs:go comes out
tiger
10-23-2011, 02:05 PM
Chet from valve stated in the one of the interviews that valve will be releasing a new SDK when cs:go comes out
He probably meant "Authoring Tools" to make maps for the game, not actual code.
Yea, Valve and their Authoring Tools mantra...
n3krO
10-23-2011, 02:19 PM
He probably meant "Authoring Tools" to make maps for the game, not actual code.
Fuck valve then .|.
deefop
10-23-2011, 08:22 PM
i don't know exactly which interview he said it in, but i recall him saying specifically "we will release a new sdk". I would try to find it but there are sooooooo many interviews with him i dont feel like listening to all of them again lol
n69ky
10-24-2011, 01:23 AM
i don't know exactly which interview he said it in, but i recall him saying specifically "we will release a new sdk". I would try to find it but there are sooooooo many interviews with him i dont feel like listening to all of them again lol
...
He probably meant "Authoring Tools" to make maps for the game, not actual code.
wHEElEr
10-24-2011, 02:35 AM
i don't know exactly which interview he said it in, but i recall him saying specifically "we will release a new sdk". I would try to find it but there are sooooooo many interviews with him i dont feel like listening to all of them again lol
this ^^
i remember seeing it too :p
n3krO
10-24-2011, 10:33 AM
...
new SDK means engine and not authoring tools... i don't remember hearing him saying SDK when he refered to 2009 authoring tools O.o
tiger
10-24-2011, 11:17 AM
The only guy who was updating the code SDK doesn't work for Valve anyore and it hasn't been updated since 2008.
<ben1066> CS:GO I guess we MIGHT get an update...
<ben1066> I hope :P
<@tonys> you'll get authoring toolsU mad?
http://media.moddb.com/cache/images/members/1/431/430462/thumb_620x2000/TrollFaceDancing.gif
n3krO
10-24-2011, 12:51 PM
U mad?
http://media.moddb.com/cache/images/members/1/431/430462/thumb_620x2000/TrollFaceDancing.gif
My question is: Why don't they release new SDK Engine? Valve loses cuz no1 will be buying CS:GO to play some nice mods.
Ask Gaben or Durand - not me :D
n69ky
10-25-2011, 11:31 AM
when you get flashed once in the back due to turning yourselfe
and get flashed a second time in the back
you most probably gonna be fully flashed instead of just twice 'a little' flashed.
so its 'stacking' the flash effects, not playing them along sides.
Its like this in cs1.6 too.
what is flash stacking?
This post will show you what this term means:
http://cspromod.com/community/threads/4361-full-flash-to-half-flash-flash-stacking-situations?p=66987&viewfull=1#post66987
The pistol code has been re-factored for 1.09 and it's *cough* exactly same as 1.6 now. But go ahead and pm me what you have. ;)
No need then.
The weapon recoil doesn't feel the same as in 1.6 and that was my whole point. The 1.6 recoil seems to be more manageable and predictable, in this game sometimes the weapons just kick in out of nowhere.
The recoil in 1.6 is calculated serverside. Meaning it's delayed by your ping when you receive a new set of punchangles.
Lordearon
11-10-2011, 01:33 AM
book for beta testing to reproduce his research in latest beta!!!!
AYE
n3krO
11-10-2011, 09:36 AM
No need then.
The recoil in 1.6 is calculated serverside. Meaning it's delayed by your ping when you receive a new set of punchangles.
What does this mean? Recoil will never be as in Cs1.6? i mean, if i'm lan and with less then 10 ping, will the recoil differ that much even if the codes are the same?
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