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		<title>CSPromod Community Forums - Developer Logs</title>
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			<title>CSPromod Community Forums - Developer Logs</title>
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			<title><![CDATA[The Animation Update Part 1 [August 7]]]></title>
			<link>http://cspromod.com/community/threads/2948-The-Animation-Update-Part-1-August-7?goto=newpost</link>
			<pubDate>Sat, 07 Aug 2010 22:28:06 GMT</pubDate>
			<description>*Animation Devlog Part 1.* 
 
Image: http://mazzer.cspromod.com/crouch_aim_pistol_preview.jpg ...</description>
			<content:encoded><![CDATA[<div><div align="center"><font size="+1"><b>Animation Devlog Part 1.</b></font></div><br />
<div align="center"><a href="http://media.cspromod.com/devlog/mazzer/crouch_aim_pistol.jpg" target="_blank"><img src="http://mazzer.cspromod.com/crouch_aim_pistol_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/crouch_aim_pistol.jpg" target="_blank"><b>Crouch Aim Pistol</b></a></div><br />
I started working on the animation for CSP at the end of 2009. I aimed originally to get through everything and get the new animations on the new player models for 1.04 release. However as the size of the job became apparent it was clear this wasn&#8217;t going to be possible. Looking back at that time now, if I knew what I (we) have learned over those months it was never going to be possible. Also as the focus was on releasing 1.04 as a solid version, adding the content on the magnitude of entirely custom 3rd person animations at that stage would have been unwise. I didn&#8217;t mind though, it gave me more time to spend getting the movement to look somewhere near to how I had envisioned it, and you can see the first glimpse of it in the 'animation progress' video we put up on the release of 1.04. Since then I have made some changes to the movement, but no major changes. I&#8217;m always trying to improve my work and I&#8217;m rarely satisfied that I can do no more to it and that&#8217;s how I feel about the movement in CSP, but with the movement at a stage where it was functional and could work in game, I could simply not afford to spend any more time on it. So now I could move on to the other animations that would lead to the game becoming playable in its guise.<br />
<br />
During this time between finishing up on the movement animation and going onto the other animations needed, such as jumping firing/reloading etc the port of the game code over to the Orange Box was taking place in a top secret location deep in the German forests. Fast forward a month or so&#8230;<br />
<br />
With no real instructions on how the animations should be made and implemented into the game we were really going by what we knew or assumed/guessed, but what else could we do. Its not like any of us had made animations to work on the OB before :) I had a brief read over the animation compiling wiki pages that exist and to be honest it nearly all went straight over my head, so the guys have done a great job to understand what's going on and trying getting things to work properly in game, as I have done nothing in that area. Anyway as the guys started trying to get the animations working in game some things worked well, others perhaps were not quite so successful.<br />
<br />
As far as I understand it the main problem was in the area of how animations are blended together by the game. Forgive me if I lose anyone from here on in, as I&#8217;ll try to explain some of the process of animating that I followed to fix the problem we encountered. The game engine blends together different animations at the same time. That&#8217;s how you can move, look around and reload or throw a grenade at the same time. It was in this area where we were struggling to get things to function as they should. The movement didn&#8217;t quite look right, animations didn&#8217;t blend smoothly instead a transition from reloading or firing to an idle might jar and pop, Hands might not separate from the gun during reloads, it would look quite odd and it was pretty frustrating to see. Basically after some testing, head scratching, rooting around in code and I don&#8217;t know whatever else, the guys worked out what the problem was. <br />
<br />
<div align="center"><font size="+1">So here's a snippet of what i did ;p</font></div><br />
<br />
<div align="center"><a href="http://media.cspromod.com/devlog/mazzer/crouch_strafe.jpg" target="_blank"><img src="http://mazzer.cspromod.com/crouch_strafe_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/crouch_strafe.jpg" target="_blank"><b>Crouch Strafe</b></a><br />
Random screenshot :)</div><br />
So to help explain the process here are some pictures from the xsi modtool I used. This is a clip of one a movement file. This is all the file is made up of, just the character moving as it is seen here. <br />
<b>(NOTE: All the xsi screen captured videos are not playing smoothly at the desired fps due to the capture software used).</b><br />
<div align="center">
<object class="restrain" type="application/x-shockwave-flash" width="640" height="385" data="http://www.youtube.com/v/aj9T82tv-vs">
	<param name="movie" value="http://www.youtube.com/v/aj9T82tv-vs" />
	<param name="wmode" value="transparent" />
</object>
 </div><br />
Below is the &#8216;Reference Pose&#8217; this pose is set up when the character is made and is used by the game so it can understand how the other animations should look/be played in relation to this pose. e.g. If a leg is moved on a certain animation, the game can tell where the leg should now be because it knows where it was when it was in the reference pose.<br />
<br />
<div align="center"><font size="+1">Reference pose layer</font></div><br />
<div align="center"><a href="http://media.cspromod.com/devlog/mazzer/base_layer_ref_pose.jpg" target="_blank"><img src="http://mazzer.cspromod.com/base_layer_ref_pose_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/base_layer_ref_pose.jpg" target="_blank"><b>Base Layer Ref Pose</b></a><br />
(Red box highlights the layer feature panel).</div><br />
The problem we had was that I had originally made the reloading and firing animations the same way I had made the movement. But they needed to be made with the character performing the actions in the &#8216;Reference Pose&#8217;. So basically I had to remake the animations using the xsi mod tool&#8217;s &#8216;layer&#8217; feature. This allowed me to put the character in the 'Reference Pose' on the base layer, and then above of that add another layer with the character in the correct 'Aim Pose' for the weapon and state in question (such as aim_mp5_stand). <br />
<br />
<div align="center"><font size="+1">Aim Pose Layer</font></div><br />
<div align="center"><a href="http://media.cspromod.com/devlog/mazzer/aim_layer_pose.jpg" target="_blank"><img src="http://mazzer.cspromod.com/aim_layer_pose_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/aim_layer_pose.jpg" target="_blank"><b>Aim layer pose</b></a><br />
(Red box highlights the layer feature panel).</div><br />
Then finally, the action of the reload or fire animated on another layer above.<br />
<br />
<div align="center"><font size="+1">All Layers</font></div><br />
<div align="center"><a href="http://media.cspromod.com/devlog/mazzer/all_layers.jpg" target="_blank"><img src="http://mazzer.cspromod.com/all_layers_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/all_layers.jpg" target="_blank"><b>All Layers</b></a><br />
(Red box highlights the layer feature panel).</div><br />
Below you can see how the animation would play in the various layer states. It was a great relief when these new animations worked in game and things finally started to take shape. With that problem solved it was then just a case of finishing them all.<br />
<br />
Here&#8217;s the mp5 reload animation playing in xsimod tool with the aim_mp5_stand pose layer muted.<br />
<br />
<div align="center">
<object class="restrain" type="application/x-shockwave-flash" width="640" height="385" data="http://www.youtube.com/v/kp5tUyORY6M">
	<param name="movie" value="http://www.youtube.com/v/kp5tUyORY6M" />
	<param name="wmode" value="transparent" />
</object>
 </div><br />
Here is the same reload with all layers un-muted, playing as it will look in game.<br />
<br />
<div align="center">
<object class="restrain" type="application/x-shockwave-flash" width="640" height="385" data="http://www.youtube.com/v/GfHrTe9PhvQ">
	<param name="movie" value="http://www.youtube.com/v/GfHrTe9PhvQ" />
	<param name="wmode" value="transparent" />
</object>
 </div><br />
When animating using the layers, its just the same as animating without layers, at least in this instance. Only the structure of the way the character is posed up in layers is different. So i didnt animate the character in the reference pose, that would just be insanely difficult, and most likely look nothing like what was needed. To most this is likely useless info, but for the odd few or someone wanting to make animations for the engine and is having similar problems, who knows, try this it might work :) As i said, this was the major stumbling block of getting the animations to work properly, so aside from just showing in game footage that will be presented in part 2 i wasn't quite sure what else i could show. <br />
<br />
So as the animations stand now, they are all complete except for some extra death animations. I have made one death animation that I would like to see working 100% correctly in game before spending the time making at least another 3 or 4. All the movement is in game and working correctly. The jump currently works like in CSS, not maintaining the direction of travel and instead facing forward. Doublethink and Cashed did start some work with making it 1.6 like and made some progress, but I can&#8217;t say if it would be included in 1.05. The rifles and mp5 currently share firing and reloading, which works fine for now, but would prefer to add gun specific reloads, even if it is only a small tweak of the current one.<br />
<br />
<div align="center"><a href="http://media.cspromod.com/devlog/mazzer/pistol_reload.jpg" target="_blank"><img src="http://mazzer.cspromod.com/pistol_reload_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/pistol_reload.jpg" target="_blank"><b>Pistol Reload</b></a><br />
Random screenshot :)</div><br />
So what's left to do to make the animations complete? Firstly as you will probably see in the in-game video in part 2 of this devlog, some of the guns (most with exception of the pistol) are not sitting correctly in the hands, which can make things look a little bit broken when in reality it&#8217;s just that the positioning is off, this is being looked into, but not by me so I wont say any more about it.  Or maybe there will be some progress in this area by then.Secondly the death mechanic needs to be worked on to function properly with the ragdoll. And thirdly the jump, it would be nice to see it working like in 1.6, but as I said above this might not be possible for the next release. So it&#8217;s largely over for me now in terms of adding any animation for 1.05, just a few deaths and any small animations that might be needed to stop any current problems occurring. So, no more major updates from me on the animation front.<br />
<br />
<div align="center"><a href="http://media.cspromod.com/devlog/mazzer/death_wip_1.jpg" target="_blank"><img src="http://mazzer.cspromod.com/death_wip_1_preview.jpg" border="0" alt="" /></a><a href="http://media.cspromod.com/devlog/mazzer/deat<br />
<br />
h_wip_2.jpg" target="_blank"><img src="http://mazzer.cspromod.com/death_wip_2_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_3.jpg" target="_blank"><img src="http://mazzer.cspromod.com/death_wip_3_preview.jpg" border="0" alt="" /></a><a href="http://media.cspromod.com/devlog/mazzer/death_wip_4.<br />
<br />
jpg" target="_blank"><img src="http://mazzer.cspromod.com/death_wip_4_preview.jpg" border="0" alt="" /></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_5.jpg" target="_blank"><img src="http://mazzer.cspromod.com/death_wip_5_preview.jpg" border="0" alt="" /></a><a href="http://media.cspromod.com/devlog/mazzer/death_wip_6.<br />
<br />
jpg" target="_blank"><img src="http://mazzer.cspromod.com/death_wip_6_preview.jpg" border="0" alt="" /></a><br />
<br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_1.jpg" target="_blank"><b>Death WIP 1</b></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_2.jpg" target="_blank"><b>Death WIP 2</b></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_3.jpg" target="_blank"><b>Death WIP 3</b></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_4.jpg" target="_blank"><b>Death WIP 4</b></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_5.jpg" target="_blank"><b>Death WIP 5</b></a><br />
<a href="http://media.cspromod.com/devlog/mazzer/death_wip_6.jpg" target="_blank"><b>Death WIP 6</b></a></div><br />
<br />
Ok so here's a run down of what have been working on and what&#8217;s left to do. It&#8217;s not really possible to give a % of completeness of an animation, at least in my opinion, but I have a list, so here it is. Revisions refer to whether I&#8217;ve gone back over the animation and made any considerable changes, (placeholder) simply means that it works, but I want to go back and improve it at some stage. However those not featuring the (placeholder) may still get updates along the way.<br />
<br />
<br />
<b>Idles</b><br />
Stand idle - Complete - Revisions - 1<br />
Crouch idle - Complete - Revisions - 1<br />
<br />
<br />
<b>Movement</b><br />
<br />
<b>Run Movement - Revisions - 1</b><br />
North - Complete <br />
North East - Complete<br />
North West - Complete<br />
East - complete<br />
South East - Complete<br />
South - Complete<br />
South West - Complete<br />
West - Complete<br />
<br />
<b>Walk Movement - Revisions - 2</b><br />
North - Complete<br />
North East - Complete<br />
North West - Complete<br />
East - Complete<br />
South East - Complete<br />
South - Complete<br />
South West - Complete<br />
West - Complete<br />
<br />
<b>Crouch Movement - Revisions - 3</b><br />
North - Complete<br />
North East - Complete<br />
North West - Complete<br />
East - Complete<br />
South East - Complete<br />
South - Complete<br />
South West - Complete<br />
West - Complete<br />
Jump - Complete - Revisions - 3<br />
<br />
<b>Grenade Throw</b> <br />
Stand - Complete - Revisions - 2<br />
Crouch - Complete - Revisions - 2<br />
<br />
<b>C4 plant</b><br />
Stand - Complete - Revisions - 1<br />
Crouch - Complete - Revisions - 1<br />
<br />
<b>Reloads</b><br />
Pistol <br />
Stand - Complete - Revisions - 1<br />
Crouch - Complete - Revisions - 1<br />
<br />
SMG <br />
Stand - Complete - Revisions - 1<br />
Crouch - Complete - Revisions - 1<br />
<br />
Rifle (currently using SMG)<br />
<br />
<b>Fire</b><br />
Pistol<br />
Stand - Complete - Revisions - 1<br />
Crouch - Complete - Revisions - 1<br />
<br />
SMG<br />
Stand - Complete - Revisions - 1<br />
Crouch - Complete - Revisions - 1<br />
<br />
Rifle - Currently using SMG<br />
<br />
<b>Knife attack</b><br />
Primary - Complete - Revisions - 1<br />
Secondary - Complete - Revisions - 1<br />
<br />
<b>Hit reaction</b><br />
Gut Hit flinch - Complete - Revisions - 1<br />
Head Hit flinch - Complete - Revisions - 1<br />
<br />
<b>Deaths</b><br />
Headshot Death - Complete(placeholder) - revisions - 0<br />
Front Death -<br />
Back Death - <br />
Left Death - Pending <br />
Right Death - Complete - revisions - 0<br />
Crouch Death -<br />
<br />
purple elephants can fly</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>Mazzer</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/2948-The-Animation-Update-Part-1-August-7</guid>
		</item>
		<item>
			<title><![CDATA[The VGUI Update [July 11]]]></title>
			<link>http://cspromod.com/community/threads/2868-The-VGUI-Update-July-11?goto=newpost</link>
			<pubDate>Mon, 12 Jul 2010 01:14:00 GMT</pubDate>
			<description><![CDATA[Alright, how're you guys doing? Good I hope! Guess what? I'm not going to annoy you with progress percentage and no media at all... How great is...]]></description>
			<content:encoded><![CDATA[<div>Alright, how're you guys doing? Good I hope! Guess what? I'm not going to annoy you with progress percentage and no media at all... How great is that? :D<br />
<br />
So I've talked about it the past few days and now it's time to show what I've been working on behind the scenes for the last few months. I actually did the scoreboard and team selection a while ago. I just had to update them a bit and just did the oldschool buy menu design today so yeah. Lots of stuff happening and I hope you guys will like what you see!<br />
<br />
So on this developer log, there are 3 things I want to focus on:<br />
The new team selection, buy menus and the scoreboard.<br />
<br />
<br />
Alright so, first up we got the Team Selection. The idea behind the whole new look direction from CSPromod was something that was discussed quite a lot within the dev team and we finally settled on having our own look instead of copying either CSS or CS1.6. Obviously down the line I'd like to offer a way for people to use those if they really want to do so.<br />
<br />
<div align="center"><b>Team Selection:</b><br />
<img src="http://media.cspromod.com/devlog/alba/team_selection.jpg" border="0" alt="" /><br />
<img src="http://media.cspromod.com/devlog/alba/team_selection_t.jpg" border="0" alt="" /></div><br />
For this, what I've tried to do is to try to keep the same style as the HUD, make it simple with some flat but transparent background and borders and just make it fit overall and also giving it a big contrast in the highlight colors to make sure it's really easy to understand.<br />
<br />
<br />
After that, we have the buy menus! There are two types as most people know: The VGUI version where you can use your mouse to click on buttons and it's more of a &quot;in your face&quot; type menu for those who prefer that.<br />
<br />
<div align="center"><b>VGUI buy menu:</b><br />
<img src="http://media.cspromod.com/devlog/alba/buy_menu_default.jpg" border="0" alt="" /><br />
<img src="http://media.cspromod.com/devlog/alba/buy_menu_pistols.jpg" border="0" alt="" /><br />
<img src="http://media.cspromod.com/devlog/alba/buy_menu_equip.jpg" border="0" alt="" /></div><br />
The other version is what most pro gamers use, the old school &quot;compact&quot; text version where you have it on the bottom left edge of your screen.<br />
<br />
<div align="center"><b>Oldschool buy menu:</b><br />
<img src="http://media.cspromod.com/devlog/alba/oldschool_buy_menu.jpg" border="0" alt="" /><br />
<img src="http://media.cspromod.com/devlog/alba/oldschool_buy_menu_pistols.jpg" border="0" alt="" /></div><br />
Obviously in CSP, both versions will look quite different from those from CSS &amp; CS1.6. We're streamlining both to use the same style but split those styles to fit both versions and make sure everything fits within our overall design direction.<br />
<br />
At last, we have one of the biggest part of this developer log in my opinion... the new scoreboard! I know this is a very controversial and difficult issue to work on. We've seen the big mixed reaction to the new scoreboard CSS has got in its newest update (personally I'm really not a fan of it). I believe that the CS legacy is something that is so strong in this community that there are things you just CANNOT touch. People are so used to specifics of the game that changing them would just change the whole game feel. With that in mind though, you can always try and make improvements to already classic elements. We've done it with the HUD obviously and so far the response has been really great. Getting back on topic, we've made quite a few changes to the current scoreboard. So the base obviously for this was CS 1.6 scoreboard which has the most basic information you could ever need. Here's two concept renders of the new one you'll get to see in the near future.<br />
<br />
<div align="center"><b>New scoreboard:</b><br />
<img src="http://media.cspromod.com/devlog/alba/scoreboard_live.jpg" border="0" alt="" /><br />
<img src="http://media.cspromod.com/devlog/alba/scoreboard_freeze_dead.jpg" border="0" alt="" /><br />
<br />
<b>Scoreboard (variations):</b><br />
<img src="http://media.cspromod.com/devlog/alba/scoreboard_assists.jpg" border="0" alt="" /><br />
<img src="http://media.cspromod.com/devlog/alba/scoreboard_classic.jpg" border="0" alt="" /></div><br />
As you can see, the biggest change is the way it is structured. No more lame ass &quot;errors&quot; column that nobody gave a shit about and that was just wasting width space. So there are quite a bit of changes like I said, we're adding a bomb icon indicator for Ts as well as a defuse kit icon indicator for the CTs. Those work out better in my opinion than &quot;BOMB&quot; text since it's right next to the username, you can really see at a glance who has what. Then you've got the score tab for each team highlighted in their color with how many rounds they've won inside; another clue to make sure important informations are displayed in a way that makes them pop out.<br />
<br />
Let's talk about one of our great addition from CSP and that is of course the money displayed on the scoreboard. We've been thinking about it for quite a long time and we've settled on a solution to make it display ONLY at useful times. So we've figured the best way to make this work is to make the money on the scoreboard only show if you're in the freezetime timer or if you're dead so you can prepared for the next round while taking all your players money into account. So it'll be hidden while you're in pure gameplay which I think is a great compromise.<br />
<br />
Now one of the biggest change in this design is the way we're displaying the bomb successfully detonated or defused. So basically, what we're doing here is removing the +3 you get when you defuse a bomb or having your bomb go off succesfully. Instead, what we have is that you basically have a counter for how many times you've done it or your teammates. Kills have their own column next to score and only count kills obviously and we keep the whole bomb business as a counter. Right now <b>I'm using temporary icons so please don't start asking why they look weird or why you can't understand their meanings</b> because they will obviously be changed in the final version. I'll try to update the render as soon as possible so you can get the final look right away.<br />
<br />
Another &quot;big&quot; thing you'll see on my current concept is the fact that we're differentiating broadcasters from regular spectators. Right now it's just something I've put in the concept because I think it'd be a good thing to have but from a technical stand point, we don't really know how we're going to do that so, it will not be in 1.05 but everything else should and look as close as possible to what you're seeing.<br />
<br />
The spectators design too is trying a few new things. For example if a spectator is an HLTV, I'd like it to display it's delay value inside the scoreboard alongside the number of slots its using on the right side. I was thinking of adding spectators count instead but it's impossible to do unfortunately.<br />
<br />
Ok, I think I've said all I wanted to say about all the concepts I've posted above. I just want to stress for EVERYONE that these are <b>concept renders</b>, you can see I've colored the text in bold red to make sure everyone get the difference between those and <b>in-game screenshots</b>  which I'm using a bright green color for. Right now we've got the team selection in the beta, almost close to being done with the new scoreboard and getting started on the buy menus so, I couldn't post an in-game screenshots for those since I'm still in the process of tweaking the scripting and code colors to make sure they match my exact initial design. I'd say you guys can expect me to update this thread with new screenshots as we go along. I just wanted to clear everything out!<br />
<br />
Last words for me... I'd like to take a moment to thank everyone in the developer team working very hard for the community and especially would like everyone to give as much credits as possible to the coders because I wouldn't be able to make anything happen if it wasn't for them. Big up for ben, mack &amp; mike! much &lt;3<br />
I also apologize when most of my developer logs come with just progress status and no new media at all. You guys just have to understand there are a lot of things which are labelled as <b>work in progress</b>, hell pretty much everything in the mod can be said as a work in progress since as we go we're always trying to improve on every front. Just understand that I don't like to post prototypes or renders that are just too early and that their looks could look totally different once they're done.<br />
<br />
Okay, okay... I've been ranting too much I believe so I'll just shut up and let you post your thoughts. I'm really looking forward for any ideas, constructive criticisms and overall feedback you guys may have.<br />
<br />
alba <i>out</i>.<br />
<br />
<b>EDIT:</b><br />
Since our image script is doing pop-ups and cropping some part of the images, I'm going to list all of them here so you can check the full size ones:<br />
- <a href="http://media.cspromod.com/devlog/alba/team_selection.jpg" target="_blank"><b>Team Selection</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/team_selection_t.jpg" target="_blank"><b>Team Selection (T)</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/buy_menu_default.jpg" target="_blank"><b>Buy Menu</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/buy_menu_pistols.jpg" target="_blank"><b>Buy Menu (Pistols)</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/buy_menu_equip.jpg" target="_blank"><b>Buy Menu (Equipment)</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/oldschool_buy_menu.jpg" target="_blank"><b>Oldschool Buy Menu</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/oldschool_buy_menu_pistols.jpg" target="_blank"><b>Oldschool Buy Menu (Pistols)</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/scoreboard_live.jpg" target="_blank"><b>Scoreboard (Live)</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/scoreboard_freeze_dead.jpg" target="_blank"><b>Scoreboard (Freezetime/Dead)</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/scoreboard_assists.jpg" target="_blank"><b>Scoreboard (Assists)</b></a><br />
- <a href="http://media.cspromod.com/devlog/alba/scoreboard_classic.jpg" target="_blank"><b>Scoreboard (Classic)</b></a><br />
<br />
<br />
<b>CHANGELOG:</b><br />
<br />
07/12/10<br />
- Added concept scoreboard with assists<br />
- Added classic concept scoreboard (1.6-style)<br />
- Fixed oldschool buy menu pistols which didn't have p228 &amp; dual elites greyed out.<br />
- Fixed buy menu pistols which didn't have p228 &amp; dual elites greyed out.<br />
- Fixed the defusekit on preview because it obviously doesn't cost $1250.</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>alba</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/2868-The-VGUI-Update-July-11</guid>
		</item>
		<item>
			<title><![CDATA[Bug Fix Work [May 22]]]></title>
			<link>http://cspromod.com/community/threads/2746-Bug-Fix-Work-May-22?goto=newpost</link>
			<pubDate>Sat, 22 May 2010 11:55:15 GMT</pubDate>
			<description>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. 
...</description>
			<content:encoded><![CDATA[<div>I am back.  This is the bug list compilation, from the bug section.  I will respond to each one.<br />
<br />
<b><u>Gameplay</u></b><ul><li> Movement is not true to 1.6.<br />
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			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.
			
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</div></li>
<li> Flashbangs are inconsistent.<br />
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			This is a bit vague, but for spectating players we are aware of the inconsistencies from 1.04.
			
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</div></li>
<li> 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).<br />
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			This is the ghetto nade/animation code from EP1, we will test this to make sure its eliminated on OB with our new models.
			
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</div></li>
<li> When spectating a player, they appear jittery/laggy when in fact they are not.</li>
<li> Low rates result in high amounts of choke.<br />
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			I experienced this myself, it seems ok with the new netcode.  Wide testing will provide more feedback.
			
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<li> Grenades are too large.<br />
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			The nades in 1.04 begin to draw themselves immediately, so they appear &quot;in your eyes&quot;.  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): <br />
<img src="http://redstar.cspromod.com/nades.jpg" border="0" alt="" />
			
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</div></li>
<li> When you walk up/down a ladder they often still make a noise instead of being silent.<br />
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			Hitting +walk does not affect ladder movement in cs.
			
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<li> The ladder sound is repeated 2-3 times when you climb/descend one.<br />
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			Yes, if you are moving, it loops the sound.
			
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<li> Players don't get slowed down as much as they do in 1.6 when they are shot.<br />
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			I have <b>perfectly</b> mimicked this system now from 1.6.
			
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<li> When scoped in with an AWP, the weapon select menus appear beneath the scope texture.<br />
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			Fixed.
			
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<li> Crosshairs do not scale correctly with increase in resolution .<br />
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			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.
			
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<li> The reloading animation continues into the new round when a round finishes.</li>
<li> The AWP Scope does not reset on a new round.<br />
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			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.
			
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<li> Players are not able to throw two consecutive flashbangs as fast as they are able to in 1.6.<br />
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			This is perfectly ported now.
			
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<li> USP&#8217;s crosshair isn&#8217;t enlarged after applying silencer.<br />
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			Don't use dynamic crosshair, noob!.......................................jk I added this too. JUST BECAUSE, so there :P
			
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<li> Bullets penetrate large boxes more effectively than they do in 1.6.<br />
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			We can tweak this, get me hard numbers/analysis.
			
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<li> There are not sufficient clues to indicate that you have hit your enemy.<br />
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			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.
			
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<li> Walking over a planted bomb causes the player to glitch.<br />
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			Fixed to allow all players including the planter to stand on the bomb.
			
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<li> It is not possible to buy for a second or two after leaving the buy zone, as in 1.6<br />
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			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.
			
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<li> 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.<br /></li>
<li> Dropping the bomb while crouched forces the player to stand.</li>
<li> Grenades clip on dropped weapons.</li>
<li> Players can't open doors with the bomb or a weapon.<br />
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			All fixed.
			
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<li> 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)?<br />
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			EDIT: Fixed to allow all players including the planter to stand on the bomb.
			
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</ul><br />
<b><u>Weapons</u></b><ul><li> The weapon pickup area is too small.<br />
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			Fixed.
			
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<li> AK and Deagle seem quite inconsistent. Needs testing to be confirmed.<br />
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			The weapons are always a WIP.  We will always find more tweaks and whatnot for them.
			
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<li> Accuracy of the Glock is not affected by ladders.<br />
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			.... what source pubber posted this. seriously.
			
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<li> Players are unable to shoot through 2 walls with the AWP as in 1.6.<br />
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			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.
			
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<li> Players move at max speed with an AWP when they don't quick switch just after shooting.<br />
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			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.
			
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<li> Crouching and scoping with an AWP at the same time causes the player&#8217;s screen to glitch.<br />
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			This was a small error in prediction, I have resolved it.
			
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<li> The FAMAS burst fire mode is incorrectly using the same recoil as the FAMAS in automatic.<br />
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			Needs less recoil on burst mode.  as per this thread: <a href="http://cspromod.com/community/threads/2145-Famas-Burst-Fire?highlight=famas+burst+fire" target="_blank">http://cspromod.com/community/thread...mas+burst+fire</a>
			
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<li> Weapons do not drop consistently.<br />
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			They do for me?  When does the inconsistency happen? Clarify.
			
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<li> Weapon ammunition display is clamped at 99.<br />
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			This is a visual thing, the rest of your bullets are still there don't worry.  Use some of that PRO skill to remember.
			
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</ul><br />
<b><u>Graphical</u></b><ul><li> Flashbangs last too long on ATI cards (-dxlevel 81 is a temporary fix).</li>
<li> Smokes are see through on NVIDIA cards when Ambient Occlusion is on in the NVIDIA Control Panel.<br />
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			Yea.  We will do our best on these, if its not an engine bug, we will fix it.
			
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<li> Players are able to see through smokes while standing in the middle of them.<br />
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			Fixed.
			
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<li> Animations on items are not smooth, e.g.; throwing a grenade may appear to &quot;stutter&quot; mid air.<br />
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			The projectile flight should be better now.
			
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<li> The CVAR &quot;r_lod&quot; is defaulted to -1, it should be 0 (disabled). Alternatively the LOD should be increased.<br />
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			Some people's computers <b>NEED</b> LOD.  If your rig can handle it, then go ahead and turn it off.
			
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</ul><br />
<b><u>Sound</u></b><ul><li> No noticeably audible defuse sound.<br />
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			Yes there is? I can make it a little louder.
			
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<li> Sometimes footsteps sound as if they are coming from the wrong direction.<br />
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			I have never experienced this, if someone can reproduce it reliably, let me know.
			
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<li> Disabling wall impact sounds also disables the &quot;dink&quot; headshot sound.<br />
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			Looking into this.
			
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<li> Quick switching to your knife instantly after shooting an AWP will cancel the AWP shot sound.<br />
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			Unable to reproduce no matter how fast I do this.  Are your scripting it?  You shouldn't use scripts anyway.
			
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</ul><br />
<b><u>Misc</u></b><ul><li> 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).<br />
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			For now this is possible through cfg's.  And very easy to do.
			
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<li> Hostname is not shown on the Scoreboard.<br />
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			Fixed.
			
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<li> While spectating a teammate, if they get flashed, the spectator does not.<br />
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			This is related to the spectator code mentioned above.  This should be better in OB.
			
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<li> Players are unable to use double spaces in their names.<br />
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			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.
			
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<li> Spectate camera is unable to clip through walls.<br />
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			sv_specnoclip 0/1 It's up the admins, but its there and works.
			
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<li> It is not possible to scroll through the chat box as in CS:S.<br />
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			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.
			
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<li> The muzzle flash is not in sync with the actual rate of fire.<br />
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			Each fire event makes a muzzle flash based on the rate of fire.
			
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<li> Changing freezetime mid-round causes the players to be locked in place for the amount of extra time added to the original freezetime.<br />
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			I'll look into it.
			
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<li> You cannot check the scoreboard before choosing a team.<br />
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			Fixed.
			
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<li> When viewing somebody&#8217;s &quot;game info&quot; in Steam it does not add kills to the players score (only shows plants/defuses).<br />
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			Should be fixed on OB.
			
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<li> The damage indicators appear as a white wireframes for several players.<br />
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			These were rewitten specifically to fix this.
			
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<li> Pressing ESC while in the buy menu will not exit the buy menu.<br />
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			The 1.6 text menus, which ours are emulating, are the same way.
			
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<li> Sprays don't show while in freezetime.<br />
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			Does this really matter?
			
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<li> Console size is too big at lower resolutions.<br />
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			The console window can be adjusted to any size you want?
			
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<li> The red dot in the 1.6 AWP scope is misaligned by 1-2px.<br />
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			Visual tweak, alba's on it.
			
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<li> 1.3 Death Notifications revert back to default when restarting the game.<br />
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			The CVAR was missing its ARCHIVE flag. Fixed.
			
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<li> Dropped items bounce off walls.<br />
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			Yes they do.  Having a weapon or the bomb 97% inside a wall is stupid.
			
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<li> When dropping a weapon it does not drop from the centre of the model.<br />
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			Yes it does.  Player-&gt;EyePosition()
			
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<li> The CVAR &quot;cl_invertweapondrop&quot; doesn't work.<br />
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			Yea, for now this is removed.  cs 1.6 style wins in this case.
			
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<li> Disabling chat click sound doesn't disable the clicks for server messages (joins, leaves etc).<br />
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			You can filter these with the new chat box I believe, so this should be good.
			
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<li> Radio commands in chat are as follows: &#8220;(RADIO) NICKNAME:&#8221;, but should appear as &#8220;NICKNAME (RADIO):&#8221;<br />
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			::Rolls Eyes:: Ok, fixed..
			
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<li> Anti-aliased font shadows and/or outlines are broken on some resolutions.<br />
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			Yea the engines text AA has some issues, we are working on it.
			
		<hr />
	</div>
</div></li>
<li> The console commands &#8220;mp_autoteambalance, mp_autokick, mp_tkpunish&#8221; and &#8220;mp_limitteams&#8221; need to fixed/added.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			I added limit teams, I will do more when I have time.  These are easily done with plugins.
			
		<hr />
	</div>
</div></li>
<li> Having multiple items in a buy bind doesn't work correctly. An alias must be used to get this to work correctly.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			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.
			
		<hr />
	</div>
</div></li>
<li> The round timer goes red at the beginning of the round for a split second.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			Really? I'm honestly not that concerned about this.
			
		<hr />
	</div>
</div></li>
<li> If you get shot while shooting someone you get a double muzzle flash (one of to the left, one coming from the gun itself).<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			This is annoying and happens on occasion.  I am actively trying to hunt this down.  I'll find it.
			
		<hr />
	</div>
</div></li>
<li> Disconnecting from a server then reconnecting as setinfo name &quot;&quot; makes the player un-mutable.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			We had this fixed on EP1 but then ported to OB where its impossible, so this is extra fixed. :P
			
		<hr />
	</div>
</div></li>
<li> Text can expand outside of the console.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			How? This might be an engine thing.
			
		<hr />
	</div>
</div></li>
<li> &#8220;Net_graphheight&#8221; resets to 64 every time you restart the game.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			Fixed.
			
		<hr />
	</div>
</div></li>
<li> Spectating while the server changes level causes the spectator&#8217;s game to crash.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			Unable to replicate this, but I'll check everything anyway.
			
		<hr />
	</div>
</div></li>
<li> Holding a directional key as you die makes the camera continue to track the player who killed you, allowing you to ghost.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			Fixed.
			
		<hr />
	</div>
</div></li>
<li> Changing your name before joining a team spams the player with &quot;Your name will change next round&quot; but won't actually change your name.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			Fixed.
			
		<hr />
	</div>
</div></li>
<li> 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.<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			Fixed.
			
		<hr />
	</div>
</div> </li>
</ul><br />
If theres anything not listed here that you noticed, go ahead and post it too.<br />
<br />
Thanks,<br />
-doublethink</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>doublethink</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/2746-Bug-Fix-Work-May-22</guid>
		</item>
		<item>
			<title><![CDATA[The Orange Box [May 8]]]></title>
			<link>http://cspromod.com/community/threads/2687-The-Orange-Box-May-8?goto=newpost</link>
			<pubDate>Sat, 08 May 2010 01:12:07 GMT</pubDate>
			<description>As most of you should know by now we have successfully ported *CSPromod* from the older Half-Life2 Episode 1 to the newer *Episode 2 Source Engine*...</description>
			<content:encoded><![CDATA[<div>As most of you should know by now we have successfully ported <b>CSPromod</b> from the older Half-Life2 Episode 1 to the newer <b>Episode 2 Source Engine</b> more commonly known as <font color="orange"><b>Orange Box</b></font> version. Hence all the orange, go figure.<br />
We have been orange for a while now, but the paint still has to dry. Just made it official now as everyone was thirsting for information even though there is not much to show at this point - more about that later.<br />
<br />
<br />
<font size="+1">Why the port and why now?</font><br />
<br />
We've been wanting to bring our codebase over to the newer engine version for quite some time now and have put some thought into delaying beta 1.04 for the sake of an &quot;up-to-date&quot; (the engine is roughly three years old by now) CSPromod. Part of this thinking was due to our desire to add our custom 1.6-styled models with their new animations. As the 2007+ SDK code uses a newer Team Fortress 2 (and Day of Defeat: Source) animation system and since we were going to make the move sooner or later we didn't want to waste any time working on animations for our EP1 codebase or merging back the more recent animation code into our outdated code just to end up on Orange Box some day anyway.<br />
<br />
However as animation progress was slow and we did not have <font color="green"><b>Mazzer</b></font> yet we figured it would be our best option to just release what we had, what the public was eager to get their hands on - they have been waiting for a good while anyway. This allowed us collect lots of feedback and in the meanwhile go about porting to an updated SDK.<br />
<br />
<br />
<div align="center"><img src="http://cspromod.com/images/media/cspm_media_orangeboxprocess.png" border="0" alt="" /></div><br />
<br />
In March I began bringing the mod over to the new engine. What this means is basically make sure everything we had in 1.04 (plus all the changes we've made in February) gets integrated into the new SDK code and is working properly on the new engine. Depending on how much you have drifted from the original (EP1) Source SDK code layout and how much the base SDK code and engine interfaces themselves have changed, this can be a rather difficult and time consuming task. Fortunately I already had experience in porting to Source Engine 2007 so it was mostly just time consuming and boring.<br />
Apart from simply putting 1.04 exactly on OBox I used this opportunity to optimize some of our code, re-write the &quot;netcode&quot; and apply some other tweaks and feature improvements. Also lots of bugs and exploits have been squashed in the process.<br />
<br />
<br />
<font size="+1">Enough with the talk, I demand screenshots!</font><br />
<br />
Yes of course you're right, they have been lacking. This is what you came here for after all, isn't it? Let's get right to it then:<br />
<br />
<div align="center"><a href="http://cspromod.com/images/devlog/devlog_ben_comparison_season_002.jpg" target="_blank"><img src="http://cspromod.com/images/devlog/devlog_ben_comparison_season_002.jpg" border="0" alt="" /></a><br />
<br />
Ah beautiful isn't it? 1.04 can not compete!<br />
<br />
<a href="http://cspromod.com/images/devlog/devlog_ben_comparison_dust2_001.jpg" target="_blank"><img src="http://cspromod.com/images/devlog/devlog_ben_comparison_dust2_001.jpg" border="0" alt="" /></a><br />
<br />
So much has changed in our current build of 1.05 dust2.</div><br />
Take a closer look before reading on (click on the images). If you are wondering what the heck I'm so exited about then congratulations, you have at least one working eye... fact is there <b>isn't</b> any noteworthy difference in those two 1.04 / 1.05 comparison pictures <b>as of yet</b>. Besides some changes in (ambient) lighting apparently, easier to notice on the dust2 shot. I find the skybox background is also looking a tad nicer in 1.05. Further down there are two more images in which you can see this more clearly!<br />
Other than that, pretty much a <b>boring media</b> release right? Which - aha! - is <b>exactly</b> why there haven't been any media updates thus far! You might as well just open up 1.04 and look at the maps yourself. So please forgive us but this is all it boils down to at the moment. Now we still have a few things around the corner, like recompiling the maps with the OrangeBox SDK tools with might add some more detail - but for your own safety have low expectations, unless we physically improve the map visually (using new Source Engine features for example) it is probably not going to be worth a plethora of screenshots. Also the next devlog (most likely) will be very animation-centric and should supply your overdue CSP media fix. You can look forward to it. :)<br />
<br />
<br />
<font size="+1">Okay fine, but where is my point release?</font><br />
<br />
Ah yes, the alleged 'point release'. Truth is there never was one. We only had a small patch that we gave to the testers after a while which also lead to some rumors about a release. The plan was while I was porting the code <font color="green"><b>Mack</b></font> and <font color="green"><b>Mike</b></font> would focus on bug fixes and tweaks we had not already done in February. This way we would have originally release a patch in between the 1.04 and 1.05 releases. But things sadly did not go as planned as nearly all of us took a forced turn onto a speed bump paved highway of real life. Be it studying, exhausting work or other demands, occasionally spare time was a luxury amongst the dev team and what little free time we had had to partly be put into non-CSP-related things such as real life goes. Around mid April most of our schedules cleared up a bit and everything calmed down again. This coincided with CSPromod being fully orange, so this and the fact that we had well overshot our internal deadline for a public 1.04 patch release made us drop the patch and concentrate on oranges at hand.<br />
<b>The next</b> true point *cough* <b>release will be beta 1.05</b> which's ETA is TBD, before you start asking (=<b>no release date yet</b>).<br />
<br />
<br />
<div align="center"><a href="http://cspromod.com/images/devlog/devlog_ben_comparison_season_001.jpg" target="_blank"><img src="http://cspromod.com/images/devlog/devlog_ben_comparison_season_001.jpg" border="0" alt="" /></a></div><br />
<br />
<font size="+1">'The paint still has to dry'?</font><br />
<br />
While the overall process of porting everything over to Orange Box itself was about done in mid April there were and still are things that need to be taken care of before this beast can be released to the public. Finishing off and tweaking the animations (more about that in the next devlog) making sure the Windows and Linux dedicated servers run smooth and overall just testing, tweaking and more testing. Also the CSPromod options tab had to be disabled for now as due to some changes in closed engine code it is currently crashing the game, so that also has to be rewritten.<br />
At the same time other remaining bugs from 1.04 are being fixed and new features being added. I won't go into any detail, the next (at least two) devlogs will shed some light on some key features of our upcoming release.<br />
<br />
<br />
<font size="+1">And what's new with this update?</font><br />
<br />
The engine update from EP1 to EP2 has been fairly decent: soft particles, new rendering features like fast self-shadowing bump maps, distance-coded alpha masking, blend modulation textures and other improvements. In case you're wondering multi-core support is not yet a real option, there is only experimental support so you might be able to enable it (we will supply instructions) but at this stage it can be a bit instable. We are hoping that with the SDK update for Mac portability this feature might be upgraded to full support, as it has been done with TF2 or L4D. Performance overall seems pretty smooth with what little testing we were able to do but as far as frame-rates are concerned we still need to do some extensive testing. It is well known that the Orange Box has higher system requirements than the previous EP1 Source Engine so we are expecting frame drops in some areas but are hoping for an overall improvement. We will also be ridding *our* code of any remaining and unneeded SDK code bits to further lower the processing needs. :) We'll keep you posted as we progress.<br />
<br />
<br />
<div align="center"><a href="http://cspromod.com/images/devlog/devlog_ben_comparison_dust2_002.jpg" target="_blank"><img src="http://cspromod.com/images/devlog/devlog_ben_comparison_dust2_002.jpg" border="0" alt="" /></a></div><br />
<br />
We didn't only do this to get new shiny graphic effects or possible performance improvements, this was also about updating for the sake of updating. EP1 has been around a long time now and (we have been using CS:S engine binaries) even if there have been a few updates to fix some crashes or exploits, the most recent engine version available to modders for us is the way to go! Especially if you're a server hoster/admin you probably have to fight with server- or even client-side exploits all the time. If such exploits are fixed chances are Orange Box is the place, even though Counter-Strike: Source might receive the update as well... some time later.<br />
In the end it's also nicer for us to work with the newer SDK and that we were able to use the opportunity to clean up our codebase and rewrite certain aspects of it during the port. :D<br />
<br />
Another important advantage coming with being on the more recent SDK is the soon to be Mac OS support. A lot of you probably haven't even thought about this point, but once we have the opportunity we would like to try and get CSP to gamers who prefer running things on their Macintosh. There are indeed quite a few people running around with their Macbook Pros having Windows installed just to play Counter-Strike.<br />
There is also a whole bunch of other smaller new features and improvements like the new chat UI and extended netgraph which you might know from TF2.<br />
<br />
<br />
<div align="center"><img src="http://cspromod.com/images/media/cspm_media_weloveorange.png" border="0" alt="" /></div><br />
<br />
<b>So this is it</b>, we have 'switched' engines so to speak, hooray for Orange Box etc. etc.<br />
I hope have enjoyed this read (if not, well then just try again next time) and that you now have an idea of what has been going on these last months and some understanding as to why there haven't been any big updates from our side. As mentioned in several comments on the news post leading up to this devlog we are now in a positions to present development updates more frequently and we are trying to do just that.<br />
<i>On that note I would like to point out our new <a href="http://dev.cspromod.com/" target="_blank">behind the scenes dev update</a> site where we leak small bits of more or less useful information every now and then. The 'devlogs' such as this one will still be around and are not being replaced by our fancy update site. The devlogs are supposed to be larger blog-like articles posted at longer intervals which you can comment on etc. whereas the dev site focuses on frequent, bite-sized information though with more than twitter could handle. (Also it includes certain twitter posts and will feature an RSS feed in the future.)</i><br />
And just real quick: No, you the player do not need an Orange Box game, <b>all you need is CS:S</b>.<br />
<br />
To summarize real quick:<ul><li> CSPromod updated to famed &quot;Orange Box&quot; Source Engine.</li>
<li> Still a few things to sort out (options menu, maps, dedicated server, ...).</li>
<li> Intensive testing necessary, especially performance analysis to improve upon.</li>
<li> Going to make use of new features to enhance CSP visually if needed.</li>
<li> Currently adding in main praised feature: custom models+animations!</li>
<li> Need to continue fixing remaining bugs, glitches and exploits and implement as much new features as possible.</li>
<li> Some time not too far away release Promod beta 1.05!</li>
</ul>Comment away! ;)</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>amogan</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/2687-The-Orange-Box-May-8</guid>
		</item>
		<item>
			<title><![CDATA[Art Diary/Status [January 29]]]></title>
			<link>http://cspromod.com/community/threads/1068-Art-Diary-Status-January-29?goto=newpost</link>
			<pubDate>Fri, 29 Jan 2010 10:47:34 GMT</pubDate>
			<description><![CDATA[Hello everyone, it's me again. This time, you know the drill except I've decided I'd split my art threads from release to release and share (what I'm...]]></description>
			<content:encoded><![CDATA[<div>Hello everyone, it's me again. This time, you know the drill except I've decided I'd split my art threads from release to release and share (what I'm allowed to) with you guys, see what I'm working on and so on. So here we go.<br />
<br />
Note: Please note that a concept is not a confirmation of anything as a feature but it's more like a research and development process and it might take quite a while before you see them (or not) inside the game.<br />
<br />
Last update: July 11, 2010<br />
<br />
alba out.<br />
<br />
<b>HUD</b><br />
Work in progress<br />
-<br />
<br />
Finished<br />
<font color="#009623"><b>[100%]</b></font> Radar: Body texture (large).<br />
<font color="#009623"><b>[100%]</b></font> Radar: Body texture (medium).<br />
<font color="#009623"><b>[100%]</b></font> Radar: Icons (large).<br />
<font color="#009623"><b>[100%]</b></font> Radar: Icons (medium).<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Bomb icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Bomb Exploded icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Bomb Defused icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Death icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: HLTV Delay icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Defusekit icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Health icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Money icon.<br />
<font color="#009623"><b>[100%]</b></font> Scoreboard: Ready/Not Ready icons.<br />
<font color="#009623"><b>[100%]</b></font> Timer: Bomb planted icon.<br />
<br />
In-game<br />
n/a<br />
<br />
<b>GAMEPLAY</b><br />
Work in progress<br />
<font color="#969696"><b>[0%]</b></font> Crosshair: 1.6 awp scope rework (not yet perfected)<br />
<br />
Finished<br />
<font color="#969696"><b>[HOLD]</b></font> Sprite: 1.6-style blood splatter animation. (OB particle effet now, needs testing to make sure it's close enough to how it was to 1.6)<br />
<br />
In-game<br />
n/a<br />
<br />
<b>VGUI</b><br />
Work in progress<br />
<font color="#969696"><b>[0%]</b></font> Concept: Admin menu.<br />
<font color="#969696"><b>[0%]</b></font> Concept: Broadcasting/cspTV.<br />
<font color="#969696"><b>[0%]</b></font> Concept: Call vote menu.<br />
<br />
Finished<br />
<font color="#009623"><b>[100%]</b></font> Concept: Buy menu gui.<br />
<font color="#009623"><b>[100%]</b></font> Concept: Buy menu oldschool.<br />
<font color="#009623"><b>[100%]</b></font> Concept: New scoreboard.<br />
<font color="#009623"><b>[100%]</b></font> Concept: New Team selection.<br />
<font color="#009623"><b>[100%]</b></font> Team Selection: Counter-Terrorist icon.<br />
<font color="#009623"><b>[100%]</b></font> Team Selection: Terrorist icon.<br />
<br />
In-game<br />
n/a<br />
<br />
<b>MAPPING</b><br />
Work in progress<br />
-<br />
<br />
Finished<br />
<font color="#009623"><b>[100%]</b></font> Concept: csp_aim_awp<br />
<font color="#009623"><b>[100%]</b></font> Concept: csp_aim_pistol<br />
<br />
<b>WEBSITE</b><br />
Work in progress<br />
<font color="#b90000"><b>[50%]</b></font> Website Refresh: Jobs<br />
<br />
Finished<br />
<font color="#009623"><b>[100%]</b></font> Website Refresh: Frontpage<br />
<font color="#009623"><b>[100%]</b></font> Website Refresh: About<br />
<font color="#009623"><b>[100%]</b></font> Website Refresh: Media<br />
<font color="#009623"><b>[100%]</b></font> Website Refresh: FAQ<br />
<font color="#009623"><b>[100%]</b></font> Website Refresh: Download<br />
<font color="#009623"><b>[100%]</b></font> Website Refresh: Team<br />
<font color="#009623"><b>[100%]</b></font> Forums: New vBulletin theme (frontpage)<br />
<font color="#009623"><b>[100%]</b></font> Forums: New vBulletin theme (threads)<br />
<font color="#009623"><b>[100%]</b></font> Forums: New vBulletin theme (posting)<br />
<font color="#009623"><b>[100%]</b></font> Forums: New vBulletin theme (profile)<br />
<br />
Live<br />
-<br />
<br />
<b>STEAM</b><br />
Information<br />
I'm currently remaking the new steam ui theme to be closer to what I think it should be and once I'm done, I'll skin said skin and make one that uses csp's color scheme and style so it might look different but it should be roughly the same. I've <a href="http://forums.steampowered.com/forums/showthread.php?t=1161275" target="_blank"><b>posted a thread on the official steam forums about this</b></a> already if you want to check it out and post feedback there, thought it should be here in a devlog as well.<br />
<br />
Work in progress<br />
<font color="#969696"><b>[0%]</b></font> Concept: CSPromod Steam UI 2010.<br />
<br />
Finished<br />
n/a<br />
<br />
<b>PREVIOUS DEVELOPER LOGS</b><br />
- <a href="http://cspromod.com/community/threads/438-Art-Diary-Status-November-12" target="_blank">Art Diary/Status [November 12]</a><br />
- <a href="http://cspromod.com/community/threads/116-Art-Diary-Status-June-27" target="_blank">Art Diary/Status [June 27]</a></div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>alba</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/1068-Art-Diary-Status-January-29</guid>
		</item>
		<item>
			<title><![CDATA[Community Project Progress [January 7]]]></title>
			<link>http://cspromod.com/community/threads/810-Community-Project-Progress-January-7?goto=newpost</link>
			<pubDate>Thu, 07 Jan 2010 13:14:54 GMT</pubDate>
			<description>Following *this thread (http://cspromod.com/community/thread/16/1329/Aim-Map-Series-Progress-November-28)* about the announcement of our new aim...</description>
			<content:encoded><![CDATA[<div>Following <b><a href="http://cspromod.com/community/thread/16/1329/Aim-Map-Series-Progress-November-28" target="_blank">this thread</a></b> about the announcement of our new aim maps, I figured we should have a proper thread for community projects. This is the first one and this will help keep everything organized properly!<br />
<br />
I'll only post full pictures of the latest batch of screenshots and only use weblinks for the rest so it's not too cluttered. Make sure to give your feedback and post ideas if you have any, who knows it might end up in the final version :)<br />
<br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_header_changelog.png" border="0" alt="" /><br />
<img src="http://alba.cspromod.com/forum/cg_jan12.png" border="0" alt="" /><ul><li>Added 3 new alpha screenshots of csp_aim_pistol</li>
</ul><img src="http://alba.cspromod.com/forum/cg_jan10.png" border="0" alt="" /><ul><li>Added 3 new alpha screenshots of csp_aim_akcolt</li>
</ul><br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_header_arena.png" border="0" alt="" /><br />
<br />
<img src="http://alba.cspromod.com/csp_aim_arena/cp_progress_aim_arena_006.png" border="0" alt="" /><br />
<br />
Overview:<br />
<a href="http://alba.cspromod.com/csp_aim_series/overview_aim_arena_r1.jpg" target="_blank"><b>CSP_aim_arena</b></a> (v1)<br />
<br />
Listing:<br />
- <a href="http://alba.cspromod.com/csp_aim_arena/cp_progress_aim_arena_005.png" target="_blank"><b>cp_progress_aim_arena_005.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_arena/cp_progress_aim_arena_004.png" target="_blank"><b>cp_progress_aim_arena_004.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_arena/cp_progress_aim_arena_003.png" target="_blank"><b>cp_progress_aim_arena_003.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_arena/cp_progress_aim_arena_002.png" target="_blank"><b>cp_progress_aim_arena_002.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_arena/cp_progress_aim_arena_001.png" target="_blank"><b>cp_progress_aim_arena_001.png</b></a><br />
<br />
<img src="http://alba.cspromod.com/forum/cp_split_bg.png" border="0" alt="" /><br />
<br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_header_pistol.png" border="0" alt="" /><br />
<br />
<img src="http://alba.cspromod.com/csp_aim_pistol/cp_progress_aim_pistol_007.png" border="0" alt="" /><br />
<br />
<img src="http://alba.cspromod.com/csp_aim_pistol/cp_progress_aim_pistol_006.png" border="0" alt="" /><br />
<br />
<img src="http://alba.cspromod.com/csp_aim_pistol/cp_progress_aim_pistol_005.png" border="0" alt="" /><br />
<br />
Overview:<br />
<a href="http://alba.cspromod.com/csp_aim_series/overview_aim_pistol_r2.jpg" target="_blank"><b>CSP_aim_pistol</b></a> (rev2)<br />
<br />
Listing:<br />
- <a href="http://alba.cspromod.com/csp_aim_pistol/cp_progress_aim_pistol_004.png" target="_blank"><b>cp_progress_aim_pistol_004.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_pistol/cp_progress_aim_pistol_003.png" target="_blank"><b>cp_progress_aim_pistol_003.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_pistol/cp_progress_aim_pistol_002.png" target="_blank"><b>cp_progress_aim_pistol_002.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_pistol/cp_progress_aim_pistol_001.png" target="_blank"><b>cp_progress_aim_pistol_001.png</b></a><br />
<br />
<img src="http://alba.cspromod.com/forum/cp_split_bg.png" border="0" alt="" /><br />
<br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_header_map.png" border="0" alt="" /><br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_soon_bg.png" border="0" alt="" /><br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_split_bg.png" border="0" alt="" /><br />
<br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_header_akcolt.png" border="0" alt="" /><br />
<br />
<img src="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_010.png" border="0" alt="" /><br />
<br />
<img src="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_009.png" border="0" alt="" /><br />
<br />
<img src="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_008.png" border="0" alt="" /><br />
<br />
Overview:<br />
<a href="http://alba.cspromod.com/csp_aim_series/overview_aim_akcolt_r3.jpg" target="_blank"><b>CSP_aim_akcolt</b></a> (rev3)<br />
<br />
Listing:<br />
- <a href="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_007.png" target="_blank"><b>cp_progress_aim_akcolt_007.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_006.png" target="_blank"><b>cp_progress_aim_akcolt_006.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_005.png" target="_blank"><b>cp_progress_aim_akcolt_005.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_004.png" target="_blank"><b>cp_progress_aim_akcolt_004.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_003.png" target="_blank"><b>cp_progress_aim_akcolt_003.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_002.png" target="_blank"><b>cp_progress_aim_akcolt_002.png</b></a><br />
- <a href="http://alba.cspromod.com/csp_aim_akcolt/cp_progress_aim_akcolt_001.png" target="_blank"><b>cp_progress_aim_akcolt_001.png</b></a><br />
<br />
<img src="http://alba.cspromod.com/forum/cp_split_bg.png" border="0" alt="" /><br />
<br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_header_awp.png" border="0" alt="" /><br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_soon_bg.png" border="0" alt="" /><br />
<br />
<br />
<img src="http://alba.cspromod.com/forum/cp_split_bg.png" border="0" alt="" /><br />
<br />
<br />
Enjoy!</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>alba</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/810-Community-Project-Progress-January-7</guid>
		</item>
		<item>
			<title><![CDATA[Aim Map Series Progress [November 28]]]></title>
			<link>http://cspromod.com/community/threads/549-Aim-Map-Series-Progress-November-28?goto=newpost</link>
			<pubDate>Sat, 28 Nov 2009 04:56:27 GMT</pubDate>
			<description><![CDATA[Hey everyone, as you've probably seen in the news section of the website, Alex announced my little project I had called the "Aim Map Series". The...]]></description>
			<content:encoded><![CDATA[<div>Hey everyone, as you've probably seen in the news section of the website, Alex announced my little project I had called the &quot;Aim Map Series&quot;. The basic focus and philosophy behind that idea was to bring &quot;official&quot; aim maps to the csp community except with a fundamental change, as follows:<br />
<ul><li>Look good.[/*:m:1kpg8ooo]</li>
<li>Maintain the fast gameplay kill or be killed and not interfere with that.[/*:m:1kpg8ooo]</li>
<li>Make sure each aim map has its own style/theme/flavor to maintain diversity.[/*:m:1kpg8ooo]</li>
</ul>This development log will serve as a way for me to share our production process with you, the community. I know how you guys are all about pictures &amp; videos and any kind of visual representation of what's happening behind the scene of CSP!<br />
<br />
I want to remind everyone that this project will not in any way slow down our progress on other parts of the mod or is just something that we do for the sake of it. Ted will be continuing mapping on his side and helping out in the animation process but will keep an eye on us and will review every single aim map produced and do what he deem necessary to changes until they get packaged with the rest of the maps within the CSP release. I really think aim map will play a great part in helping peope get used to CSP in a straight forward, easy way.<br />
<br />
The first thing I'm doing for each map is obviously making a simple wireframe overview that I present the mapper and then talk with him over the theme we've decided to pick and pointers to what he should be on the look out for or what he should have in or things to avoid.<br />
<br />
LAST UPDATE: <font size="7"><b>December 2nd, 2009</b></font><br />
<br />
Alright so let's get things started by first listing off all the aim maps we have planned for you guys.<br />
<br />
<br />
<font color="#326ee1"><font size="7"><b>CSP_aim_arena</b></font></font><br />
<font size="7"><u>DESCRIPTiON:</u></font><br />
CSP_aim_arena is supposed to be the only &quot;HUB&quot; like aim map and as such, will be the only one featuring a buyzone. We'll of course restrict that to only regular weapons so no AWP or grenades. It was decided the map use a warehouse-type theme and I think it came out pretty well.<br />
<br />
<font size="7"><u>OVERViEW:</u></font> (v1 - 11/28/09)<br />
<img src="http://alba.cspromod.com/csp_aim_series/csp_aim_arena_overview.jpg" border="0" alt="" /><br />
<br />
<font size="7"><u>PROGRESS:</u></font><br />
<font color="#009623"><b>[90%]</b></font> Ready for review/changes by <b>cashed</b><br />
<font size="7"><u>MAPPER:</u></font><br />
Maik &quot;S!rK&quot; Lutz<br />
<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
<br />
<font color="#326ee1"><font size="7"><b>CSP_aim_pistol</b></font></font><br />
<font size="7"><u>DESCRIPTiON:</u></font><br />
CSP_aim_pistol will take place on an oil platform in the middle of the ocean. There will be some tricks needed to be done to make sure framerate is consistent with the water around and that it will not affect it in any way. The map shouldn't be too big or too small and it'll contain quite a bit of out of play areas just to make sure it looks all nice. You'll be able to pick deagles on the floor as the special &quot;weapon&quot; just like you'd have the AWP in the regular aim_map on top of boxes.<br />
<br />
<font size="7"><u>OVERViEW:</u></font> (v2 - 12/02/09)<br />
<img src="http://alba.cspromod.com/csp_aim_series/csp_aim_pistol_overview_02.jpg" border="0" alt="" /><br />
<br />
<font size="7"><u>PROGRESS:</u></font><br />
<a href="http://cspromod.com/community/thread/16/1329/Aim-Map-Series-Progress-November-28/60#p21922" target="_blank"><b>EARLY BRUSHWORK</b></a><br />
<font size="7"><u>MAPPER:</u></font><br />
Arnaud &quot;redstar&quot; G.<br />
<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
<br />
<font color="#326ee1"><font size="7"><b>CSP_aim_map</b></font></font><br />
<font size="7"><u>DESCRIPTiON:</u></font><br />
CSP_aim_map will be the one getting the less changes, since it's so known as the &quot;official&quot; aim map in both 1.6 &amp; source, we figured it wouldn't be a good idea to make layout changes to it but instead just buffing around the look of the map to make it look even better while maintaining the good old gameplay that everyone got used to by now.<br />
<br />
<font size="7"><u>OVERVIEW:</u></font><br />
<b>[COMiNG SOON]</b><br />
<br />
<font size="7"><u>PROGRESS:</u></font><br />
<b>[ON HOLD]</b> Old version from SirK awaiting feedback for changes<br />
<font size="7"><u>MAPPER:</u></font><br />
Maik &quot;S!rK&quot; Lutz<br />
<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
<br />
<font color="#326ee1"><font size="7"><b>CSP_aim_akcolt</b></font></font><br />
<font size="7"><u>DESCRIPTiON:</u></font><br />
CSP_aim_akcolt will be taking place in a construction site that's partially broken and by that I mean the center of the map will be broken metallic structure that prevent rushers to get to your spawn but if they want to rush you they'd have to get in the exact center of the map to do so. Watch out that some parts of the map will have gaps so if you ever fall, it'll be to your death with a scream of pain that might remind you of de_vertigo.<br />
<br />
<font size="7"><u>OVERViEW:</u></font> (v3 - 12/01/09)<br />
<img src="http://alba.cspromod.com/csp_aim_series/csp_aim_akcolt_overview_03.jpg" border="0" alt="" /><br />
<br />
<font size="7"><u>PROGRESS:</u></font><br />
<a href="http://cspromod.com/community/thread/16/1329/Aim-Map-Series-Progress-November-28/80#p22091" target="_blank"><b>WORK IN PROGRESS</b></a><br />
<font size="7"><u>MAPPER:</u></font><br />
Maik &quot;S!rK&quot; Lutz<br />
<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
<br />
<font color="#326ee1"><font size="7"><b>CSP_aim_awp</b></font></font><br />
<font size="7"><u>DESCRIPTiON:</u></font><br />
<b>[COMiNG SOON]</b><br />
<br />
<font size="7"><u>OVERViEW:</u></font><br />
<b>[COMiNG SOON]</b><br />
<br />
<font size="7"><u>PROGRESS:</u></font><br />
<b>NOT YET STARTED</b><br />
<font size="7"><u>MAPPER:</u></font><br />
Arnaud &quot;redstar&quot; G.<br />
<br />
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -<br />
<br />
Alright folks, that'll be it for now and it's getting really late here so I should go to bed. I'll update this thread at the same time as progress is done and SirK and redstar might pop up and post some work in progress screenshots for you to see and comment on. Feel free to give us feedback, ideas and what not about what you think would be good addition to this.<br />
<br />
alba <i>out</i>.</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>alba</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/549-Aim-Map-Series-Progress-November-28</guid>
		</item>
		<item>
			<title><![CDATA[Art Diary/Status [November 12]]]></title>
			<link>http://cspromod.com/community/threads/438-Art-Diary-Status-November-12?goto=newpost</link>
			<pubDate>Thu, 12 Nov 2009 09:52:11 GMT</pubDate>
			<description><![CDATA[Alrighty, much like the previous devlog from me, I'm going to list the things I'm currently working on and the things previously done right below...]]></description>
			<content:encoded><![CDATA[<div>Alrighty, much like the previous devlog from me, I'm going to list the things I'm currently working on and the things previously done right below that and as the title states, pretty much like a diary, I'll list the completion status of each item and make sure everything is up to date so you guys can kinda guess where I'm at in terms of art development :)<br />
<br />
Last update: <font size="7"><b>January 29th, 2010</b></font><br />
<br />
alba <i>out</i>.<br />
<br />
<img src="http://alba.cspromod.com/forum/header_gui.png" border="0" alt="" /><br />
<b><font size="7">Work in progress</font></b><br />
-<br />
<br />
<b><font size="7">Finished</font></b><br />
<font color="#009623"><b>[100%]</b></font> Multiplayer tab/crosshairs setup concept.<br />
<br />
<b><font size="7">In-game &amp; working</font></b><br />
<font color="#009623"><b>[100%]</b></font> Animated background<br />
<font color="#009623"><b>[100%]</b></font> CSpromod tab/cvars option concept.<br />
<font color="#009623"><b>[100%]</b></font> New &quot;Folder&quot; icon.<br />
<font color="#009623"><b>[100%]</b></font> New &quot;Folder (highlight)&quot; icon.<br />
<font color="#009623"><b>[100%]</b></font> New &quot;Folder Up&quot; icon.<br />
<font color="#009623"><b>[100%]</b></font> New &quot;New Folder&quot; icon.<br />
<br />
<img src="http://alba.cspromod.com/forum/header_hud.png" border="0" alt="" /><br />
<b><font size="7">Work in progress</font></b><br />
-<br />
<br />
<b><font size="7">Finished</font></b><br />
<font color="#009623"><b>[100%]</b></font> Bomb planted icon (replaces timer space once bomb is planted).<br />
<font color="#009623"><b>[100%]</b></font> Ready/Not Ready symbol icons for the scoreboard.<br />
<font color="#009623"><b>[100%]</b></font> Large radar texture (for resolutions above 1024x768).<br />
<br />
<b><font size="7">In-game &amp; working</font></b><br />
<font color="#009623"><b>[100%]</b></font> Weapon selection font files with all fixes/additions.<br />
<font color="#009623"><b>[100%]</b></font> New improved weapon selection fixes concept (a lot more 1.6-ish).<br />
<font color="#009623"><b>[100%]</b></font> New &quot;compact&quot; net_graph icons &amp; numbers font.<br />
<font color="#009623"><b>[100%]</b></font> C4 Bomb &quot;Ammo&quot; icon (body &amp; outline).<br />
<font color="#009623"><b>[100%]</b></font> Flashbang &quot;Ammo&quot; icon (body &amp; outline).<br />
<font color="#009623"><b>[100%]</b></font> HE Grenade &quot;Ammo&quot; icon (body &amp; outline).<br />
<font color="#009623"><b>[100%]</b></font> Smoke Grenade &quot;Ammo&quot; icon (body &amp; outline).<br />
<font color="#009623"><b>[100%]</b></font> Cleaner status icons (buyzone, c4 bomb, defusekit).<br />
<font color="#009623"><b>[100%]</b></font> New in-game voice vector icons.<br />
<font color="#009623"><b>[100%]</b></font> New in-game voice textures.<br />
<font color="#009623"><b>[100%]</b></font> CSP_aim_arena wireframe radar overview.<br />
<font color="#009623"><b>[100%]</b></font> CSP_dust2 wireframe radar overview.<br />
<font color="#009623"><b>[100%]</b></font> CSP_inferno wireframe radar overview.<br />
<font color="#009623"><b>[100%]</b></font> CSP_nuke wireframe radar overview.<br />
<font color="#009623"><b>[100%]</b></font> CSP_season wireframe radar overview.<br />
<font color="#009623"><b>[100%]</b></font> CSP_train wireframe radar overview.<br />
<br />
<img src="http://alba.cspromod.com/forum/header_vgui.png" border="0" alt="" /><br />
<b><font size="7">Work in progress</font></b><br />
-<br />
<br />
<b><font size="7">Finished</font></b><br />
-<br />
<br />
<b><font size="7">In-game &amp; working</font></b><br />
<font color="#009623"><b>[100%]</b></font> Spectator menu timer icon with height fix.<br />
<br />
<img src="http://alba.cspromod.com/forum/header_web.png" border="0" alt="" /><br />
<b><font size="7">Work in progress</font></b><br />
-<br />
<br />
<b><font size="7">Finished</font></b><br />
<font color="#009623"><b>[100%]</b></font> Forums reply redesign.<br />
<br />
<b><font size="7">Live</font></b><br />
<font color="#009623"><b>[100%]</b></font> Website dynamic header (a picture for each map).<br />
<font color="#009623"><b>[100%]</b></font> Forums vote module redesign.<br />
<font color="#009623"><b>[100%]</b></font> Forums smilies set: :)<br />
<font color="#009623"><b>[100%]</b></font> Forums smilies set: ;)<br />
<font color="#009623"><b>[100%]</b></font> Forums smilies set: :(<br />
<font color="#009623"><b>[100%]</b></font> Forums smilies set: :D<br />
<font color="#009623"><b>[100%]</b></font> Forums smilies set: :P<br />
<br />
<br />
<b><font size="7">Previous art devlogs</font></b><br />
- <a href="http://cspromod.com/community/thread/16/468/Art-DiaryStatus-June-27" target="_blank">Art Diary/Status [June 27]</a></div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>alba</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/438-Art-Diary-Status-November-12</guid>
		</item>
		<item>
			<title><![CDATA[Beta Testing Diary [October 25]]]></title>
			<link>http://cspromod.com/community/threads/304-Beta-Testing-Diary-October-25?goto=newpost</link>
			<pubDate>Sun, 25 Oct 2009 13:18:02 GMT</pubDate>
			<description>It was crazy last month with the website release.  Its time for another one of these.  :D  
 
=================================================== 
...</description>
			<content:encoded><![CDATA[<div>It was crazy last month with the website release.  Its time for another one of these.  :D <br />
<br />
==================================================  =<br />
<br />
<b><font color="#00BF00">Alba</font></b> had been crying for like a year that he wanted his 1.6 style crosshair scope implemented, and <font color="#00BF00"><b>mizzack</b></font> finally had some free time to make it happen for him.<br />
<br />
This is selectable via a console command: cl_classic_scope 0/1<br />
<br />
<img src="http://cspromod.com/images/media/screenshots/csp_hud_005.jpg" border="0" alt="" /><br />
<br />
You'll also notice in that one he has the grenade bar hidden via the console command as well as the team info (players).<br />
<br />
hud_grenadesbar<br />
hud_teaminfos<br />
<br />
==================================================  =<br />
<br />
I also added a command to silence the click that happens on text chat, which some players didn't want:<br />
<br />
hud_chatsound<br />
<br />
==================================================  =<br />
<br />
A huge feature which is difficult to show with pictures we added is the ability to spam through model entities.  Basically the wall spam code now allows the bullets to penetrate static props.   <font color="#00BF00"><b>Amogan</b></font> spent a good amount of time figuring out how to make this work.<br />
<br />
Our mapper <b><font color="#00BF00">cashed</font></b> is now free to use whatever items he wishes in maps, without worrying about gameplay.  Models for crates, train cars, pipes, pretty much whatever would be better suited as a model, can now be one.  A good example of a trouble spot in our maps was the wheel sections of all the train cars were not spammable.  Now they are :D<br />
<br />
It opened up a lot of possibilities on csp_season as well, since that features a great deal of models in it, as it was originally designed for CS:S.<br />
<br />
We aren't totally done working with the spam code, but right now its consistent and fair, which we like.  With a few more tweaks it should be pretty exact to cs 1.6 behavior.<br />
<br />
==================================================  =<br />
<br />
Many months ago, when I first started with CSP, one of my earliest friends on the beta team was <font color="#0040BF"><b>smartin</b></font>.  He had a good eye for cs and favored 1.5, as I do.  Once I started doing dev work, he came to me on IRC and said:<br />
<br />
&quot;Hey Mike, why doesn't CSP have ViewBob like 1.6 does?&quot;<br />
<br />
and I said, &quot;What?&quot;<br />
<br />
After playing this game on and off for about 10 years, I never noticed there is a 3-4 unit up and down cycle to EyeAngle vector.  <br />
<br />
After a bunch of testing on the developer maps, I measured how much it should move, and how fast.  It is in sync with the weapon bobbing.  This is another feature on a long list of things not found in CS:S.  Perhaps they didn't have time, didn't care, whatever the case may be I wanted this once I knew it was important to people.  I coded this one, with <b><font color="#00BF00">amogans </font></b>help.<br />
<br />
I've taken some screenshots to show you how this works.<br />
<br />
<img src="http://cspromod.com/images/devlog/viewbob_01.jpg" border="0" alt="" /><br />
<br />
<img src="http://cspromod.com/images/devlog/viewbob_02.jpg" border="0" alt="" /><br />
<br />
<img src="http://cspromod.com/images/devlog/viewbob_03.jpg" border="0" alt="" /><br />
<br />
Thats done without moving the mouse or changing anything, only left/right straife along that wall.  Its gives a pseudo illusion to vertical movement that would happen if you were actually running and has a nice 1.6 feel to it.<br />
<br />
==================================================  =<br />
<br />
Alba also took a few more screens for you guys showing other hud states.<br />
<br />
This shows the weapon selection screen up top, and the full mode for the players by the clock:<br />
<br />
<img src="http://cspromod.com/images/media/screenshots/csp_hud_006.jpg" border="0" alt="" /><br />
<br />
This one shows the buyzone features:<br />
<br />
<img src="http://cspromod.com/images/media/screenshots/csp_hud_007.jpg" border="0" alt="" /><br />
<br />
==================================================  =<br />
<br />
Another small feature I added this week was the ability to use old school style headshot death messages.<br />
cl_classic_deathmessage controls this, took a screen to show it, it should also have a black border, its a WIP but its just a small touch for those who wanted it.<br />
<br />
<img src="http://cspromod.com/images/devlog/classic_headshot.jpg" border="0" alt="" /><br />
<br />
UPDATE: finished this:<br />
<br />
<img src="http://cspromod.com/images/devlog/classic_headshot2.jpg" border="0" alt="" /><br />
<br />
Another cool thing we have that I wanted to mention here is the ability to show an entire ace, up to 5 on the death messages.  Assuming it happens fast enough, you can have some pretty epic screenshots. :)<br />
<br />
==================================================  =<br />
<br />
Well, that about does it for now, I gotta get back to work.<br />
<br />
Until next time, pz<br />
 :ugeek:</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>doublethink</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/304-Beta-Testing-Diary-October-25</guid>
		</item>
		<item>
			<title><![CDATA[CSP Nuke Thread [September 20]]]></title>
			<link>http://cspromod.com/community/threads/204-CSP-Nuke-Thread-September-20?goto=newpost</link>
			<pubDate>Sun, 20 Sep 2009 19:18:08 GMT</pubDate>
			<description><![CDATA[Hello everyone,  
I haven't done a real good job updating a lot of you but i decided to show some new pics from the remodeling of nuke. Quite a bit...]]></description>
			<content:encoded><![CDATA[<div>Hello everyone, <br />
I haven't done a real good job updating a lot of you but i decided to show some new pics from the remodeling of nuke. Quite a bit has changed since the 1.03 version and I think most of you will enjoy it.<br />
<img src="http://i35.tinypic.com/nfsboj.jpg" border="0" alt="" /><br />
As you can see in the pic there are some ceiling things changed (no rock or cross beams) and heightened. The railing has been changed to a model and the room has a little more realistic feel. <br />
<br />
<img src="http://i34.tinypic.com/2d826j9.jpg" border="0" alt="" /><br />
Here the ceiling is changed and support beams added, also added more windows around the sides. <br />
<br />
and finally work on the outside!<br />
<img src="http://i37.tinypic.com/r0urrt.jpg" border="0" alt="" /><br />
Tweaking a new skybox and rock. outside is a large work in progress but should turn out much better than 1.03's<br />
<br />
More updates soon!</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>cashed</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/204-CSP-Nuke-Thread-September-20</guid>
		</item>
		<item>
			<title><![CDATA[Beta Testing Diary [August 25]]]></title>
			<link>http://cspromod.com/community/threads/189-Beta-Testing-Diary-August-25?goto=newpost</link>
			<pubDate>Tue, 25 Aug 2009 05:02:26 GMT</pubDate>
			<description>Lots of stuff to talk about this month, so lets get to it.  8-)   
 
Since apparently there was some really upset people this month, I made this...</description>
			<content:encoded><![CDATA[<div>Lots of stuff to talk about this month, so lets get to it.  8-)  <br />
<br />
Since apparently there was some really upset people this month, I made this extra long.<br />
<br />
With real life issues, vacation time for some of the guys and slowness in general I started helping out with some coding here at CSP.  We had a lot of bug fixes, and some features I added too.<br />
<br />
NOTE: the following rant is my personal opinion.<br />
<br />
One of the major problems with CS:S is its totally impossible to see where your bullets are going.  Sure it might be more &quot;realistic&quot; to have per surface particle effects and fancy dust puff colors, but if you are shooting at a wall thats brown, far away, and this tiny weak brown puff comes out of the wall and your trying to trace a spray using peripheral vision in the heat of the moment, this is usually the point where the 1.6 player says &quot;I hate this game&quot;.<br />
<br />
/end rant.<br />
<br />
Over the past month or so I was toying with a new system of wall impact particle effects for CSP.  What I decided was not everyone may want it, so I added 4 console commands to control it, and we will have it in the Advanced Options menu to make it easier for people.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">cl_classic_impact_effect 0/1<br />
cl_classic_impact_colors 1/2/3<br />
cl_classic_impact_hybrid_threshold&nbsp; 0.4<br />
cl_classic_impact_sparks 0/1</code><hr />
</div> The first one cl_classic_impact_effect is the main command, with this set to 1 it turns on the classic style effect.  By default what this does is force every surface no matter what it is, to use the same effect.  It also forces the little flecks to be PURE black (rgb 0 0 0).  If the player leaves this to 0 they get the full default Source Engine wall particle effect, and none of the other commands apply.  So essentially this controls all the rest.<br />
<br />
The second, cl_classic_impact_colors as its name implies controls the color of the puff that comes from the wall.  Default is 1 = White. 2 is Black.  And 3 is something I call &quot;Hybrid&quot;.  What Hybrid does, is detects the color and brightness of what you've shot at, and determines the color of the puff on the fly.  So for example, Train outer, you shoot the white wall on the T side under heaven, the puff is black.  If you turn and spray under a train-car, the puffs are white.  This is experimental, and probably won't be for everyone, but I thought it was kind of a cool idea to never be in a spot where you couldn't see the wall puff.<br />
<br />
cl_classic_impact_hybrid_threshold controls the &quot;point&quot; at which the game decides what is light and dark, in case someone wanted to adjust it. Valid Range: 0.1 -&gt; 1.5<br />
<br />
And finally, what cs wall impact effect would be complete without a bunch of sparks :D  As the name implies cl_classic_impact_sparks set to 1 turns on these experimental sparks.  By default I am going to leave them turned off because I'm worried people with slower video cards might experience problems.  I haven't had any tester come to me with an issue yet, but I don't have a slower rig to do proper testing.  The effect does take a few FPS but the end result is nice :)<br />
<br />
So anyway, enough with the talking, let me show some pictures of what this looks like.<br />
<br />
Classic White:<br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_white01.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_white02.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_white03.jpg" border="0" alt="" /><br />
<br />
Classic Black:<br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_black01.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_black02.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_black03.jpg" border="0" alt="" /><br />
<br />
And to try to give an idea of how the Hybrid works, this is default Source for this wall, I shit you not:<br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_hybrid01.jpg" border="0" alt="" /><br />
<br />
And heres the same spot with hybrid on:<br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/impact_hybrid02.jpg" border="0" alt="" /><br />
<br />
So yea, that's in 1.04. Might not be for everyone but I'm sure as hell going to use it.  :mrgreen: <br />
<br />
-------------------------------------------------------------------------------------------------------------------<br />
<br />
Next up is an image thats a little old, but I never showed you guys this before because I didn't get a chance to fix it.  Now that I have fixed most of these keep in mind these were old values, quite a few of them were still at CS:S settings.<br />
<br />
<font color="#0000BF"><b>j0lt</b></font> and I spent about 4+ hours on his dev maps collecting this info, and he made this image:<br />
<br />
<img src="http://imgkk.com/images/v9bq309n.png" border="0" alt="" /><br />
<br />
Whats interesting about it is how some things were close or exact, and others were very wrong.<br />
<br />
The most important one there is footsteps. Source default is almost 300 units shorter then cs1.6 and that was a MAJOR problem.  I've been fighting with this, on and off, since JUNE.  It was never quite &quot;correct&quot; for one reason or another.<br />
<br />
Since I'm doing some coding now,  I had a chance to look at how the sound files are actually played to the client, and with the help of <b><font color="#0000BF">redstar</font></b> find the closest setting we could to 1.6 in source.  The unit values are within 15 of each other, and the volume is close.  The 2 engines differ in the way they present sounds so we had to do a great deal of testing by actually recording both games into audio editing programs and comparing the two.  Audio is such an important part of CS and we didn't want to cut any corners with it.<br />
<br />
The last issue with the sounds was something <b><font color="#BF0000">amogan</font></b> was working on for us.  In cs1.x the bomb has a very exact cycle of beeps in terms of both speed and radius.  This is what the old values were:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Sound&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; CS 1.6&nbsp; &nbsp; &nbsp; CSP 1.04<br />
-------------------------------------------<br />
Bomb Beeping Cycle 1&nbsp;  624&nbsp; &nbsp; &nbsp; &nbsp;  960<br />
Bomb Beeping Cycle 2&nbsp;  960&nbsp; &nbsp; &nbsp; &nbsp;  n/a<br />
Bomb Beeping Cycle 3&nbsp;  1184&nbsp; &nbsp; &nbsp; &nbsp; n/a<br />
Bomb Beeping Cycle 4&nbsp;  1760&nbsp; &nbsp; &nbsp; &nbsp; n/a<br />
Bomb Beeping Cycle 5&nbsp;  infinite&nbsp; &nbsp; n/a<br />
<br />
Defuse Sound&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  1216&nbsp; &nbsp; &nbsp; &nbsp; 960</code><hr />
</div> Obviously that's not gonna work, and Ben did a great job making the bomb do exactly what it does in 1.6.  This is 100% in and working and its an extremely nice touch to &quot;know&quot; if you have time to clutch a round depending on where you hear those beeps, if you were distracted during the &quot;bomb has been planted&quot; message.<br />
<br />
-------------------------------------------------------------------------------------------------------------------<br />
<br />
Lets see, another thing about Source that I'm not crazy about is Weapon Viewmodel Interpolation.  If you've ever played CS:S, TF2 or L4D you'll know what I'm talking about.  Valve loves this trick.  What they do is lag the weapon in front of you when you turn by 100 milliseconds.  It gives the illusion of depth and a psuedo 3d feeling to the weapon.  And I hate it.  IMHO it doesn't feel right to me in CS.  So here we go again with the console command:<br />
<br />
cl_classic_viewmodel_interp 1  turns this off.  If anyone likes it they can set this to 0 and it comes back.  But you probably won't ;)<br />
<br />
Its also in advanced options as a checkbox.<br />
<br />
-------------------------------------------------------------------------------------------------------------------<br />
<br />
A few dev logs back I mentioned we matched the fall distance damage to match that of 1.6, which we did.  However one thing I never noticed was cs1.6 still &quot;punches&quot; your view even if you don't take damage.  It happens so fast I just overlooked it.  <font color="#0000BF"><b>Yuri</b></font> one of the new testers (but not new to these forums) pointed out that CSP is missing this effect.<br />
<br />
So I went digging in the code and found this value: PLAYER_FALL_PUNCH_THRESHOLD  which was set to the same value it would take to hurt the player.  That makes sense, but then cs1.6 often doesn't make sense so I hard coded this value to 250 so even 64 unit falls &quot;punch&quot; the view, and play a footstep sound.  Both of which are important additions to gameplay and greatly increase the feel of movement.<br />
<br />
Another thing he pointed out was the lack of sparks at the point of the flashbang pop.  I've added a smoke puff and 2 sets of sparks, slightly offset to mimic the 1.6 behavior as best I could.  It looks pretty cool and you'll only see it if you get partially flashed or if your standing on the other side of a tiny box, for example.<br />
<br />
Since its late, and I'm tired, I took pics and for lack of a better way I'm just gonna link em all haha  I can't mess with Fraps right now.<br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash01.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash02.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash03.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash04.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash05.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash06.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash07.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash08.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash09.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/dev_diary/flash10.jpg" border="0" alt="" /><br />
<br />
-------------------------------------------------------------------------------------------------------------------<br />
<br />
In closing I just wanted to say we really appreciate you guys who are forum regulars, we're trying to make the wait worth it.<br />
<br />
-Mike</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>doublethink</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/189-Beta-Testing-Diary-August-25</guid>
		</item>
		<item>
			<title><![CDATA[Beta Testing Diary [July 29]]]></title>
			<link>http://cspromod.com/community/threads/161-Beta-Testing-Diary-July-29?goto=newpost</link>
			<pubDate>Thu, 30 Jul 2009 03:00:22 GMT</pubDate>
			<description><![CDATA[Well this certainly was an interesting month.  Lots of progress on every single front. 
 
I'll start off with a nasty bug that *j0lt* found that's...]]></description>
			<content:encoded><![CDATA[<div>Well this certainly was an interesting month.  Lots of progress on every single front.<br />
<br />
I'll start off with a nasty bug that <b><font color="#0000BF">j0lt</font></b> found that's been around since 1.03:<br />
<br />
<font color="#00FFFF"><font size="7">FIXED: Silent Ladder Exploit</font></font><br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			<div>
				Originally Posted by <strong>j0lt</strong>
				
			</div>
			<div class="message">It is possible (and very easy) to go up and down ladders completely silently without crouching whilst moving up/down them<br />
<br />
To do this you must move up the ladder absolutely dead on straight.<br />
<br />
<img src="http://imgkk.com/images/7m99kzi9.png" border="0" alt="" /><br />
<br />
You can do so by using the side of the ladder as a wall to guide you straight up, or by simply aiming perfectly perpendicular to the ladder as you walk up.<br />
<br />
If you have any slight sideways/diagonal movement on the ladder it will make the normal sounds.<br />
<br />
Tested and confimed in both nuke and train with Redstar.</div>
			
		<hr />
	</div>
</div> After almost a full re-write of the ladder related code, we've eliminated this.  Kind of a shame since some of us got really good at doing it  ;) <br />
<br />
----------------------------------------<br />
<br />
Next we have a Source Engine related bug with the rendering of smoke effects.  Our smoke grenades were suffering from the same problems as CS:S in that a person standing inside the cloud is TOO blind.  I actually wasn't aware of this, and <b><font color="#0000BF">PutridBeing</font></b> and <b><font color="#0000BF">st33l</font></b> both approached me about it.<br />
<br />
Apparently its even to the point where CS:S teams actually exploit this in various ways, which I think is pretty crappy.<br />
<br />
So we asked <b><font color="#BF0000">amogan</font></b> to please give our smoke grenades another look.  We also went back into 1.6 and took over 50 screenshots of exactly how the smokes behave in different lighting, environments and most importantly, what happens when you DOUBLE smoke.  CS:S totally lacks this and its a large part of 1.6 strategy.<br />
<br />
What Ben came up with is a really close representation of a 1.6 smoke grenade.  It has about 93% visibility blockage on its own, while double smoking has a compound  effect that gives full blindness.  It even has a nice grey hue to it.  I took 2 screenshots for you guys since I know how much you like pictures:<br />
<br />
<img src="http://barnabyj.com/doublethink/smoke01.jpg" border="0" alt="" /><br />
<br />
<img src="http://barnabyj.com/doublethink/smoke02.jpg" border="0" alt="" /><br />
<br />
You can speculate all you want about why I disabled the HUD in those screenshots.  :twisted: <br />
<br />
----------------------------------------<br />
<br />
Another nasty CS:S bug is the illegal use of crouching to fire without being seen by your victim.  Simply, in CS:S and many source engine games there is a delay for your actual player model to standup, but your viewport does.<br />
<br />
So basically, you can peak over something, shoot and reduck before your model ever moves.  Heres a video of someone doing it:<br />
<br />
<a href="http://www.youtube.com/watch?v=VFKVUzjzI7Y&amp;fmt=18" target="_blank">http://www.youtube.com/watch?v=VFKVUzjzI7Y&amp;fmt=18</a><br />
<br />
Our reaction was a room full of these:   :|  :? <br />
<br />
Turns out CSP had this bug too because its the default implementation of player model animations in regards to the duck system.  We once again turned to <b><font color="#BF0000">amogan</font></b> to save us from lame exploit hell.<br />
<br />
What he came up with was a workaround that causes both the players viewport and his model to stand-up simultaneously, thereby eliminating the possibility of performing this exploit in CSP.  From what I understand third party server mods attempt to curb activities like this, but we don't want to have to rely on things like that if we can avoid it.<br />
<br />
And by the way, standing and tapping crouch to duck-hop to see over tall boxes is alive and well in CSP.  That's not exploitable because as it is in 1.6 your aim is screwed if you try to shoot during it. You are also vulnerable to attack so its a risk as well.<br />
<br />
----------------------------------------<br />
<br />
Which brings me to my next topic, exploitable console commands.  <b><font color="#0000BF">Brainkiller</font></b> our resident server crashing maniac found over 30 different console commands that were exploitable in one way or another.<br />
<br />
We have locked these commands to their default values and set them as CHEAT CVARs which only work with sv_cheats 1 obviously.<br />
<br />
Another important decision we had to make was the dropping of directX 7 support.  mat_dxlevel 80 or -dxlevel 80 is now a minimum requirement of CSP because of unfixable problems with visual glitches and game security overall.  Setting these values any lower then 8 will no longer have any effect.<br />
<br />
For all you 1.6 guys this is the equivalent of disabling 16 bit color support.<br />
<br />
----------------------------------------<br />
<br />
I gotta run, more testing to do. ^^<br />
<br />
-Mike</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>doublethink</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/161-Beta-Testing-Diary-July-29</guid>
		</item>
		<item>
			<title><![CDATA[Beta Testing Diary [June 27]]]></title>
			<link>http://cspromod.com/community/threads/128-Beta-Testing-Diary-June-27?goto=newpost</link>
			<pubDate>Sun, 28 Jun 2009 01:03:21 GMT</pubDate>
			<description>Â* 
Â* 
...see what I did here. ^_^ 
 
Been a long month for us testers, lot of web site troubles and morale was at an all time low... but...</description>
			<content:encoded><![CDATA[<div>Â*<br />
Â*<br />
...see what I did here. ^_^<br />
<br />
Been a long month for us testers, lot of web site troubles and morale was at an all time low... but development never stops thanks to our two very dedicated and talented c++ coders. <br />
<br />
One of the weakest areas of CSP gameplay mechanics was knifing.  It was like holding a little pointy gun that never seemed to hit your target.<br />
<br />
This was my original post in the Beta Thread:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			<div>
				Originally Posted by <strong>doublethink</strong>
				
			</div>
			<div class="message"><font color="#00BF00"><font size="7">Knife Hit Detection</font></font><br />
Since we were all excited for the new knifing animations we had quite a few rounds of knife fights, but the hit detection for knifing is too narrow. In other words, the cone of attack is extremely thin. It needs to be made into more of a melee style swipe, like cs1.x  =)<br />
<br />
<img src="http://barnabyj.com/doublethink/knives.jpg" border="0" alt="" /></div>
			
		<hr />
	</div>
</div> <b><font color="#BF0000">Mizzack</font></b> re-wrote the functionality of the knifing hit detection so that it has a much wider arc, and more closely matches what a player would expect coming from 1.6.  Its' actually still a bit challenging to hit people, but in a skill based way rather then unexpected behavior and frustration.<br />
<br />
We tested this a great deal and are happy with the results for the current internal build.<br />
<br />
----------------------------------------------------<br />
<br />
Another major issue for us was Spectator Mode.  Here was my post in the Beta Thread:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			<div>
				Originally Posted by <strong>doublethink</strong>
				
			</div>
			<div class="message"><font color="#FF8000"><font size="7">Spectator Mode Bugs</font></font><br />
Lets face it, a good deal of time playing CS is spent in First Person Spec. <br />
<br />
In CSP theres some missing features:<br />
<br />
1) Weapon Models have detached muzzle flashes.<br />
2) No weapons show their View Punch (POV) Animations.<br />
3)<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			<div>
				Originally Posted by <strong>smartin</strong>
				
			</div>
			<div class="message">Spectator mode doesn't show flashes</div>
			
		<hr />
	</div>
</div> The reason I listed this in exploits is the lack of flashes in spec could be used to give additional info to remaining teammates over vent.</div>
			
		<hr />
	</div>
</div> <b><font color="#BF0000">Amogan</font></b> went through the code and reworked these features so they behave as they should.  It really adds to the polished feel of the game to have continuity between what you the player see match what someone spectating you sees. :)<br />
<br />
To re-cap these features were:<br />
1) Flashbangs<br />
2) Correct X/Y/Z orientation of the muzzleflashes<br />
3) Weapon kickback, otherwise known as View Punch Animations<br />
<br />
----------------------------------------------------<br />
<br />
This is another one for all the 1.6 die hards out there.<br />
<br />
One of the things I absolutely hate about Source is the laggy weapon switching.  The first time I ever loaded up CS:S I noticed it the first time I pulled pistol. The animation seems to last forever.  <br />
<br />
As it turns out, it isn't forever, but <font color="#0000BF"><b>redstar</b></font> had some hard numbers to justify my intuition:<br />
<br />
<div class="bbcode_container">
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				Originally Posted by <strong>redstar</strong>
				
			</div>
			<div class="message"><font color="#00BF00"><font size="7">Proper Weapon Switching Speed</font></font><br />
<u>Weapon switching comparison:</u><br />
<br />
<b>UPDATE: It is possible to fire 4-5 bullets from the m4a1 in 1.6 before CSP can fire one.</b><br />
<br />
For this test I timed the delay* between the moment you switch and the moment you can start firing in both CS 1.6 and CSPromod 1.04b. I tested all the weapons and I concluded that this delay is <b>the same</b> for all the weapons and combinations possible in CS 1.6 <br />
In CSPromod 1.04b, the Galil is the only weapon which fires quicker than all the other ones, it shouldn't.<br />
<br />
<u>Here are the results of my testing:</u><br />
<br />
<u>Counter-Strike 1.6</u><br />
<br />
-delay*: 0.69/x/0.71 (in seconds) delay= <font color="#FF0000">0.70 seconds</font><br />
<br />
<u>CSPromod 1.04b</u><br />
<br />
-delay*: 0.98/x/1.02 (in seconds) delay= <font color="#FF0000">1.0 seconds</font><br />
<br />
__________________________________________________  _______________________________<br />
<br />
Difference : <font color="#FF0000">0.30 seconds</font><br />
<br />
Once again this difference is significant in-game and <b>must</b> be tweaked.</div>
			
		<hr />
	</div>
</div> 300 milliseconds, or 3 tenths of a second is a lifetime in the heat of the moment.  Thankfully <b><font color="#BF0000">amogan</font></b> hardcoded these values to exactly match the behavior found in 1.6 for this latest internal build.<br />
<br />
----------------------------------------------------------------<br />
<br />
But the fun didn't stop there:<br />
<br />
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				Originally Posted by <strong>redstar</strong>
				
			</div>
			<div class="message">Hi, <br />
I did a lot of timing comparisons between CSP 1.04b and cs 1.6 weapons rate of fire (ROF)<br />
<br />
<u>Here are the results</u>:<br />
<br />
___________________________________________CSPromo  d BETA 1.04<br />
<br />
CSP ak47 rate of fire ( 30 bullets )<br />
<br />
3.05<br />
3.07<br />
3.05<br />
2.98<br />
3.05<br />
3.05<br />
3.05<br />
2.98<br />
3.00<br />
3.05<br />
Result: <font color="#FF0000">3.05</font> seconds<br />
<br />
____________________________________________Counte  r-Strike 1.6<br />
<br />
CS 1.6 ak47 rate of fire ( 30 bullets )<br />
<br />
2.85<br />
2.85<br />
2.90<br />
2.90<br />
2.90<br />
2.87<br />
2.90<br />
2.90<br />
2.85<br />
2.90<br />
Result: <font color="#FF0000">2.90</font> seconds<br />
<br />
<u>Conclusion</u>: Difference between 1.6 and csp: <font color="#FF0000">0.15</font> seconds<br />
<br />
<br />
___________________________________________CSPromo  d BETA 1.04<br />
<br />
CSP famas burst fire mode rate of fire ( 25 bullets )<br />
<br />
5.50<br />
5.46<br />
5.46<br />
5.51<br />
5.50<br />
5.51<br />
5.50<br />
5.50<br />
5.50<br />
5.50<br />
Result: <font color="#FF0000">5.50</font> seconds<br />
<br />
____________________________________________Counte  r-Strike 1.6<br />
<br />
CS 1.6 famas burst fire mode rate of fire ( 25 bullets )<br />
<br />
4.54<br />
4.51<br />
4.50<br />
4.50<br />
4.51<br />
4.50<br />
4.50<br />
4.50<br />
4.50<br />
4.50<br />
Result: <font color="#FF0000">4.50</font> seconds<br />
<br />
<u>Conclusion</u>: Difference between 1.6 and csp: <font color="#FF0000">1.00</font> second<br />
<br />
<br />
___________________________________________CSPromo  d BETA 1.04<br />
<br />
CSP knifing rate of fire for 10 hits (left click)<br />
<br />
3.85<br />
3.79<br />
3.81<br />
3.81<br />
3.81<br />
3.81<br />
3.79<br />
3.81<br />
3.81<br />
3.81<br />
Result: <font color="#FF0000">3.81</font> seconds<br />
<br />
____________________________________________Counte  r-Strike 1.6<br />
<br />
CS 1.6 knifing rate of fire for 10 hits (left click)<br />
<br />
3.42<br />
3.39<br />
3.40<br />
3.42<br />
3.40<br />
3.37<br />
3.40<br />
3.42<br />
3.40<br />
3.39<br />
3.43<br />
3.42<br />
3.42<br />
3.40<br />
3.40<br />
Result: <font color="#FF0000">3.40</font> seconds<br />
<br />
<u>Conclusion</u>: Difference between 1.6 and csp: <font color="#FF0000">0.41</font> second<br />
<br />
Thanks for reading, those values are really important!</div>
			
		<hr />
	</div>
</div> And the response:<br />
<br />
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				Originally Posted by <strong>amogan</strong>
				
			</div>
			<div class="message">Anyway I have now tweaked every listed weapon to the max, any further differences are CPU/tickrate related.</div>
			
		<hr />
	</div>
</div> If you recall back to my previous entry, the grenade throwing speed, and now the weapon switching, reload times, and Rate of Fire changes are all helping CSP move towards the correct feel of gameplay that lies in some of these crucial details.<br />
<br />
Its hard to explain the importance of things like this without coming off as an elitist, but suffice to say we are this tedious about what we do.  Graphics wise, we love source.  But we feel part of what made CS:S fall short of many peoples expectations was the lack of attention to detail.<br />
<br />
Thanks for reading, we are sorry about the website downtime.  Hopefully the next time you hear from me will be on a spiffy new website too.  <br />
<br />
Be sure to check <font color="#BF0000"><b>alba's</b></font> dev log as well since he has some really exciting things in the works.  And if you squeeze his nipples a certain way I've heard he'll give you some preview screenshots.  We don't know exactly why hes into that, but we've learned not to question him.  :lol:  (kidding)<br />
<br />
Until next time, Happy CS-ing.  :geek: <br />
<br />
-Mike</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>doublethink</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/128-Beta-Testing-Diary-June-27</guid>
		</item>
		<item>
			<title><![CDATA[Art Diary/Status [June 27]]]></title>
			<link>http://cspromod.com/community/threads/116-Art-Diary-Status-June-27?goto=newpost</link>
			<pubDate>Thu, 21 May 2009 06:50:48 GMT</pubDate>
			<description><![CDATA[:-) 
 
First draft, will complete it tomorrow, tired. 
 
*Current list of tasks at hands for me!* 
 
----- *ART* ----- 
*Work in progress:* 
*[N/A]*...]]></description>
			<content:encoded><![CDATA[<div>:-)<br />
<br />
First draft, will complete it tomorrow, tired.<br />
<br />
<font color="#0080FF"><font size="7"><b>Current list of tasks at hands for me!</b></font></font><br />
<br />
----- <font color="#BF0000"><b>ART</b></font> -----<br />
<b><font size="7">Work in progress:</font></b><br />
<font color="#82a0b4"><b>[N/A]</b></font> Fix the shortcut icon generated by the &quot;Create shortcut on desktop&quot; from the mod options.<br />
<br />
<b><font size="7">Finished:</font></b><br />
<font color="#009623"><b>[100%]</b></font> New CSP-related ingame spray with the new logo symbol.<br />
<font color="#009623"><b>[100%]</b></font> New CSPromod logotype and symbol.<br />
<font color="#009623"><b>[100%]</b></font> CSPromod dev textures for mappers<br />
<font color="#009623"><b>[100%]</b></font> CSPromod ingame logo texture (new logo), different ways of splitting it. Symbol-only, text-only, both.<br />
<br />
<br />
----- <font color="#BF0000"><b>GUI</b></font> -----<br />
<b><font size="7">Work in progress:</font></b><br />
<font color="#b90000"><b>[25%]</b></font> Background image.<br />
<br />
<b><font size="7">Finished:</font></b><br />
-<br />
<br />
<b><font size="7">In game &amp; working:</font></b><br />
<font color="#009623"><b>[100%]</b></font> CSP logotype using CSP font.<br />
<font color="#009623"><b>[100%]</b></font> CSP font (upper &amp; lower case).<br />
<font color="#009623"><b>[100%]</b></font> VGUI skinning/coloring.<br />
<br />
<br />
----- <font color="#BF0000"><b>HUD</b></font> -----<br />
<b><font size="7">Work in progress:</font></b><br />
<font color="#dc7d00"><b>[50%]</b></font> csp_inferno wireframe overview texture.<br />
<br />
<b><font size="7">Finished:</font></b><br />
<font color="#009623"><b>[100%]</b></font> New RADAR, circle, transparent with wireframe map overlay (ala killzone2).<br />
<br />
<b><font size="7">In game &amp; working:</font></b><br />
<font color="#009623"><b>[100%]</b></font> HUD numbers (0123456789.+-$).<br />
<font color="#009623"><b>[100%]</b></font> HUD Health, Armor, Ammos box/shape/borders.<br />
<font color="#009623"><b>[100%]</b></font> HUD Health bar, Armor bar, Ammos bar.<br />
<font color="#009623"><b>[100%]</b></font> Flashbang, HE, Smoke unique icons for the grenades bar.<br />
<font color="#009623"><b>[100%]</b></font> Buyzone, Bomb Indicator, Defusekit Indicator icons.<br />
<font color="#009623"><b>[100%]</b></font> New weapons selection (compact and light).<br />
<font color="#009623"><b>[100%]</b></font> New ammos/weapons pickup style using font and fading.<br />
<br />
<br />
----- <font color="#BF0000"><b>WEB</b></font> -----<br />
<b><font size="7">Work in progress:</font></b><br />
-<br />
<br />
<b><font size="7">In hands of Biohaz4rd:</font></b><br />
<font color="#009623"><b>[100%]</b></font> Website frontpage.<br />
<font color="#009623"><b>[100%]</b></font> Website generic display page.<br />
<font color="#009623"><b>[100%]</b></font> Website comments system.<br />
<font color="#009623"><b>[100%]</b></font> Forums frontpage.<br />
<font color="#009623"><b>[100%]</b></font> Forums threads listing page.<br />
<font color="#009623"><b>[100%]</b></font> Forums posts listing page.<br />
<br />
<br />
<br />
<br />
<i>alba</i> out.  :mrgreen:</div>

 ]]></content:encoded>
			<category domain="http://cspromod.com/community/forums/20-Developer-Logs">Developer Logs</category>
			<dc:creator>alba</dc:creator>
			<guid isPermaLink="true">http://cspromod.com/community/threads/116-Art-Diary-Status-June-27</guid>
		</item>
		<item>
			<title><![CDATA[Beta Testing Diary [May 19]]]></title>
			<link>http://cspromod.com/community/threads/113-Beta-Testing-Diary-May-19?goto=newpost</link>
			<pubDate>Tue, 19 May 2009 21:36:51 GMT</pubDate>
			<description><![CDATA[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...]]></description>
			<content:encoded><![CDATA[<div>Â*<br />
<br />
You didn't think I was going to forget, did you?<br />
 <br />
:) <br />
<br />
Been a busy month behind the scenes, lots to talk about, lets get to it.<br />
<br />
I wanted to thank you for all the positive and supportive feedback on the last entry.<br />
<br />
What I will first share with you is beta tester <font color="#0000FF"><b>Redstar's</b></font> findings on the grenade throwing delay:<br />
<br />
<font color="#00BF00"><font size="7">Grenade Throwing Delay Time</font></font><br />
<br />
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				Originally Posted by <strong>redstar</strong>
				
			</div>
			<div class="message"><br />
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 .<br />
<br />
<u>I did some testing, here are the results:</u><br />
<br />
I timed the delay between the moment I clicked on my mouse (without keeping the button pressed) and the moment the nade was thrown.<br />
<br />
<u>Counter-Strike 1.6</u><br />
<br />
-delay*: 0.48/x/0.52 (in seconds) delay= <font color="#FF0000">0.50 seconds</font><br />
<br />
<u>CSPromod 1.04b</u><br />
<br />
-delay*: 0.75/x/0.80 (in seconds) delay= <font color="#FF0000">0.77 seconds</font><br />
<br />
Difference : <font color="#FF0000">0.27 seconds.</font><br />
<br />
__________________________________________________  ___________________<br />
<br />
After that, I threw the 4 nades one after the other:<br />
<br />
<u>Counter-Strike 1.6</u><br />
<br />
Total time: 6.13 seconds<br />
<br />
<u>CSPromod 1.04b</u><br />
<br />
Total time: 7.40 seconds<br />
<br />
Difference: <font color="#FF0000">1.27 seconds</font><br />
<br />
As you can see there's a difference and it is significant in-game, that's why I think it should definitely be tweaked!</div>
			
		<hr />
	</div>
</div> Red is a ninja. We don't know how he does it.  <br />
<br />
Does he use a hand held stopwatch?  <br />
<br />
Is he FRAPS-ing the whole thing at high FPS and using video editing programs? <br />
<br />
The world may never know. But its probably one of those two things I said.  :lol: <br />
<br />
So anyway, this sat quietly, minding its own business on our official internal beta thread, for a few weeks.<br />
<br />
Little did we know <b><font color="#800000">amogan</font></b>, <u>coder extraordinaire</u>, had made this a priority because he found it important too.<br />
<br />
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.  <br />
<br />
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.<br />
<br />
-------------------------<br />
<br />
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:<br />
<br />
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				Originally Posted by <strong>doublethink</strong>
				
			</div>
			<div class="message"><font color="#FF8000"><font size="7">Weapon/Bomb Dropping or Passing</font></font><br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<b>In CSP we can jump in place during freezetime, so, in my opinion there's essentially two options here.</b><br />
<br />
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.<br />
<br />
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.<br />
<br />
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.</div>
			
		<hr />
	</div>
</div> Again, this sat in the thread, minding its own business and again <b><font color="#800000">mizzack</font></b> surprised us with both a fix, video of it, and information on how it will work:<br />
<br />
&lt;mizzack&gt; ConVar cl_invertweapondrop( &quot;cl_invertweapondrop&quot;, &quot;1&quot;, FCVAR_ARCHIVE, &quot;If set to 1, looking down while dropping weapons allows you to drop it further.&quot;);<br />
<br />
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 &quot;1&quot; which will mimic the 1.6 behavior.<br />
<br />
<b>EDIT:</b> 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)<br />
<br />
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 <b><font color="#0000BF">Redstar</font></b> put it on his youtube to make it easier:<br />
<br />
<a href="http://www.youtube.com/watch?v=9YlPTu1lWr0" target="_blank">http://www.youtube.com/watch?v=9YlPTu1lWr0</a><br />
<br />
-------------------------<br />
<br />
Another issue very important to <b><font color="#0000BF">nitr0us</font></b> was the amount of damage HE nades dealt, here is some of his homework on this subject:<br />
<br />
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				Originally Posted by <strong>drinkNOS</strong>
				
			</div>
			<div class="message"><img src="http://img15.imageshack.us/img15/7350/nadeheaderoz0.jpg" border="0" alt="" /><br />
<br />
<b>* First off credits to:</b><br />
<br />
d0ublethink <i>(concept)</i><br />
kc- <i>(for testing-ish)</i><br />
Majikk <i>(My friend that did the 'nading while I recorded the data)</i><br />
Maceman <i>(Also helped with the 'nading)</i><br />
<br />
<b>What happened:</b>  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 :]<br />
<br />
<b>About the map:</b>  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.<br />
<br />
-------------------------------<br />
<br />
<b><font color="#FF0000">Max Radius: 325 Units</font></b><br />
<br />
<font color="#FF0000"><b>The Information:</b> NO ARMOR</font><br />
<br />
<img src="http://img248.imageshack.us/img248/965/cspchartnadenoarmoryh9.jpg" border="0" alt="" /><br />
<br />
<b>0 Units (Direct)</b> - 97 Damage<br />
<b>50 Units</b> - 77 Damage<br />
<b>100 Units</b> - 65 Damage<br />
<b>150 Units</b> - 50 Damage<br />
<b>200 Units</b> - 38 Damage<br />
<b>250 Units</b> - 11 Damage<br />
<b>300 Units</b> - 8 Damage<br />
<b>325 Units</b> - 1 Damage<br />
<br />
<font color="#FF0000"><b>The Information:</b> WITH ARMOR</font><br />
<br />
<img src="http://img16.imageshack.us/img16/3918/cspchartnadewitharmorwq8.jpg" border="0" alt="" /><br />
<br />
<b>0 Units (Direct)</b> - 48 Damage, 25 Armor Damage<br />
<b>50 Units</b> - 38 Damage, 20 Armor Damage<br />
<b>100 Units</b> - 32 Damage, 17 Armor Damage<br />
<b>150 Units</b> - 23 Damage, 12 Armor Damage<br />
<b>200 Units</b> - 18 Damage, 10 Armor Damage<br />
<b>250 Units</b> - 10 Damage, 6 Armor Damage<br />
<b>300 Units</b> - 4 Damage, 3 Armor Damage<br />
<b>325 Units</b> - 0 Damage, 1 Armor Damage<br />
<br />
<font color="#FF0000">Same results with HEAD ARMOR as with just ARMOR.</font><br />
<br />
-------------------------------</div>
			
		<hr />
	</div>
</div> 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.<br />
<br />
-------------------------------<br />
<br />
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.<br />
<br />
One major issue we stumbled across was a velocity based boosting exploit, that actually had 3 different variations.<br />
<br />
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.<br />
<br />
The three methods for accomplishing this were:<br />
<br />
<b>1) boosting and double jumping at the exact apex of the lower boosters jump maximum</b><br />
<br />
  <b><font color="#0000BF">smartin</font></b> on bottom <b><font color="#0000BF">esK</font></b> on top, just the way they like it.<br />
<br />
<b>2) throwing a flash/smoke underneath someone at the precise apex of their jump</b><br />
<br />
  this was actually <b><font color="#0000BF">brainkiller's</font></b> specialty, he was the only one who could nail this on the first try anytime we asked.<br />
<br />
<b>3) abuse of the top of a ladder mesh with a well timed jump</b><br />
<br />
  <b><font color="#0000BF">j0lt</font></b> is abusing this on his dev map to reach a platform that should be WAY out of reach. ;)<br />
<br />
To better explain I had <font color="#0000FF"><b>Redstar</b></font> upload the Fraps recording to youtube.  Sorry the video quality isn't the greatest:<br />
<br />
<a href="http://www.youtube.com/watch?v=FEUbI-I-n2w" target="_blank">http://www.youtube.com/watch?v=FEUbI-I-n2w</a><br />
<br />
As you would expect, these exploits have been dealt with and are no longer possible.<br />
<br />
-------------------------<br />
<br />
Well, I hope I included enough info in this one :)<br />
<br />
We are working very hard to make this version of CS the players choice in the future.<br />
<br />
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.<br />
<br />
Spread the word,<br />
-Mike</div>

 ]]></content:encoded>
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			<dc:creator>doublethink</dc:creator>
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