Koth Posted February 1, 2010 Share Posted February 1, 2010 well there is a hl2 mod that came out today that is free that basically joins cs 1.6 and css. if you guys want to download it here is the link: http://cspromod.com/download its only 48.8 mb Quote Link to comment Share on other sites More sharing options...
I Love Lamp Posted February 1, 2010 Share Posted February 1, 2010 We'll have a server (or servers) up as soon as I can reach Homer. Quote Link to comment Share on other sites More sharing options...
Koth Posted February 1, 2010 Author Share Posted February 1, 2010 ill reach you lamp! baby Quote Link to comment Share on other sites More sharing options...
ttaM Posted February 1, 2010 Share Posted February 1, 2010 How do I download games? Quote Link to comment Share on other sites More sharing options...
Artillery Posted February 1, 2010 Share Posted February 1, 2010 Could be fun. Quote Link to comment Share on other sites More sharing options...
BlackEyes Posted February 1, 2010 Share Posted February 1, 2010 Actually need Source in order to play this game. This game is really fun tho. I like how you can customize so much stuff Quote Link to comment Share on other sites More sharing options...
Lt. Awesome Posted February 1, 2010 Share Posted February 1, 2010 Actually need Source in order to play this game. This game is really fun tho. I like how you can customize so much stuff What can you costomize? guns? looks? Quote Link to comment Share on other sites More sharing options...
Dr.jiggles Posted February 1, 2010 Share Posted February 1, 2010 Good thing im stealing internet from the neighbors or my parent would kill me....... in Canada there is a limit to how much gb you use Quote Link to comment Share on other sites More sharing options...
vandium Posted February 1, 2010 Share Posted February 1, 2010 So how is it? What is different about it? What makes it better/worse? I have heard about this thing for years, and still see its in its beta stage. Quote Link to comment Share on other sites More sharing options...
Slazenger Posted February 1, 2010 Share Posted February 1, 2010 So how is it?What is different about it? What makes it better/worse? I have heard about this thing for years, and still see its in its beta stage. tl;dr First formed in Q1 of 2006, CSPromod was conceived as an attempt to bring a fully-customizable version of Counter-Strike to the Source Engine for the purposes of growing competitive play and broadcast spectatorship. With no disrespect to Valve Software or Turtle Rock Studios, the project arose from the opinion of many in the professional community: namely that Counter-Strike: Source was lacking in many key areas, and could be vastly improved upon. Much of the Counter-Strike community had been expecting CS:Source to be original CS gameplay with better graphics, and unfortunately, that's not at all what CS:Source ended up being. The idea was simple enough: utilize some (but not all) of CS:Source's assets, including sound, textures, and models, to create a modification that would replicate the gameplay of the original Half-Life 1 Counter-Strike mod. This would give the independent CSPromod developers control over gameplay, movement, and behavior, while also making use of CS:Source's updated graphics. It also seemed logical to take the opportunity to add some long-needed features while undertaking such a project. Working without the source code of either the original Counter-Strike, or Counter-Strike: Source, proved to make the project much more challenging than the original team had ever anticipated, and certainly much more challenging than the community has ever perceived the project to be. Without the original code of either game, our developers had to essentially completely reverse engineer the original Counter-Strike from scratch; a task which proved to be challenging all of the time, and utterly maddening most of the time (imagine being in the shoes of a coder who's being asked to recreate the "duckhop," a gameplay aspect which was obviously orginally a bug, but has become a community-beloved feature over the years). Due to the challenging nature of the project, the development process had to be completely restarted twice within the project's first nine months, each time with a different head programmer. The project originally kicked off in the Spring of 2006, was restarted in the Fall of 2006 with a new head coder, and then was begun from scratch a third time in January of 2007 under the guise of Kevin "arQon" Blenkinsopp. The third time indeed proved to be the charm for CSPromod, as that codebase is the version that's been stuck with ever since. So, while many in the community have often claimed otherwise, the current version of CSPromod is current about 2.5 years old. The game's initial Beta 1.0 release in October 2007 represented about nine months of work, and while it admittedly was not fully realized, it did show proof of concept and solid base structure. Sadly, some of the community seemed to turn against the mod, due to the incredibly high expectations that had been built up for the project over time. Considering the mod's lofty goals, and the development team's good intentions, the situation was certainly regrettable. The 2nd and 3rd public releases each showed great signs of improvement, but still lacked the overall polish that was expected (despite the game being completely free of charge). After releasing Beta versions 1.01-1.03 publicly, our development team elected to continue work on a more private basis, due to massive amounts community backlash, and lack of constructive criticism. Since July of 2008, we've kept grinding away, and kept as quiet as possible, intending to return to the public eye only when we have something exciting to share with the community. Back in 2007, it became very obvious fairly quickly to the entirety of the CSPTeam that for the community, showing was much better than telling. Therefore, it is the hope of our developers that the CSPromod 1.04 Beta release will address many of the community's questions, skepticism, and criticism, and in doing so, prove CSPromod to have become what many in the community have always hoped it would be. Mission Statement The objective of CSPromod is to improve the graphical quality, feature set, and spectatorship of Counter-Strike, while preserving the title's beloved gameplay, and in doing so provide community with the assurance of unlimited gameplay longevity. We view CSPromod as a resource for the community, its professional teams, event organizers, and media. For a long time, all of these entities have voiced their opinions, desires, ideas, and goals about the future of professional Counter-Strike; and for just as long of a time, they have been limited by the constraints of the very same game which brought them all together in the first place. Therefore, we strive to present the most competitive, enthralling, visually satisfying - and most importantly - customizable version of Counter-Strike ever created. We view this project as the community's own to tweak, polish, and grow. We hope that the community views it in the same vein. Objectives To improve upon the visual quality of the original Counter-Strike without diluting or negatively altering its beloved gameplay. To help revitalize the competitive Counter-Strike landscape by providing an exciting new platform for both online and offline events. To improve the interface and tool set by which individuals and media entities are able to spectate and broadcast Counter-Strike. To provide a platform that offers return on investment and marketability to prospective corporate sponsors, both endemic and non-endemic. To maintain a constant dialogue with the community and ensure that everyone's interests are heard and considered. To provide a medium by which everyone in the community can voice their opinions about, and actively participate in, the development of Counter-Strike. Why the does Counter-Strike community still need CSPromod? Counter-Strike 1.6 is declining in popularity, by every objective statistical account. It needs a graphical refresh (without gameplay alterations) to ensure its continued success and prosperity at the top of the competitive gaming world. This is not only because corporate entities need to be satisfied, but also because Counter-Strike needs to keep roping in a younger, newer, fresher player base in order to keep growing. The simple fact is that these kinds of players only buy games that are cutting-edge and pretty. So, the original reason for CSP ("we need 1.6 with better graphics") still very much applies. Having our own code base allows for the ability to add exciting custom features to the game that would vastly expand spectatorship capabilities and streamline competition interfaces. For Counter-Strike to continue to grow in eSports, the game needs additional such custom features, designed to improve competition and spectatorship. Once we actually get through the Betas, we can focus on adding, well, whatever custom features the community wants. Because this game is entirely custom-coded, CSPromod is the community's only real way to guarantee 100% gameplay consistency in the long run. This means that, regardless of how many new versions of Counter-Strike are released, and regardless of how many new engines come out, the community will never be held at Valve's mercy in regards to preserving our beloved gameplay. CSP's code is ours, and therefore the community's; provided that every new engine release includes an SDK, we'll be able to take our code and apply it to each new set of graphical assets. This means the ability to keep gameplay the same across as many version updates as Counter-Strikes goes through, and the ability to consistently fulfill the basic philosophy of this project: preserve gameplay, improve graphics. Why has CSPromod taken so long? Many people do not realize that CSPromod really isn't a mod at all. It's a total conversion, and only shares assets such as models and textures. Because we've never had any access to the CS 1.6 or CS:S source code, there's never been anything to actually, well, modify. We had no access to any of the CS 1.6 or CS:S weapon code, movement code, logic code - nothing; not even the basic structure of Counter-Strike itself (scoring system, team system, bomb plant/defuse system, etc.). We had to recreate the entire game from scratch code-wise. If you open up the HL2SDK, you'll see exactly what we started with. In fact, the only parts of CSPromod that aren't entirely, 100% custom-made are the assets (models, textures, and skins). As you all know, those will also be replaced with custom assets in the near future. The fact that, code-wise, CSPromod isn't actually a mod, but rather a completely custom-built game, accounts largely for the massive amount of time it's taken so far. The current iteration of the project was restarted from scratch in the beginning of 2007 (unfortunately, all of our progress and effort in 2006 was wasted, as we went through three head programmers that year who all turned out to be unreliable and disappeared with our code base). So what you're looking at is 2.5 years of work done by a very small development team of three coders, a mapper, and a project manager, all working on a volunteer basis in their spare time. Why is CSPromod worth the community's time? We owe the community two apologies: the first, because we failed in terms of quality assurance to properly test the first version of CSPromod (Beta 1.0). For what it's worth, we had no idea that people would be crashing into walls all over the place when we released that version. It didn't show up in our closed testing because we only tested with 10 people at a time. We would never have released that version if we knew that such problems would happen. However, at the end of the day, it was our responsibility to make sure bugs like that didn't pop up, so we owe an apology to the community. We're sorry to everyone for wasting your time with that release. The second apology is in regards to the hype surrounding the first release of CSPromod. While this certainly wasn't entirely our fault, as the community itself managed to snowball and raise excitement and expectations for the project to an almost-holy level, we certainly didn't make any efforts to curb those expectations. We simply went along with the momentum, and we should've been more direct about the fact that the project was still going to need a lot of time. We want to apologize to everyone for that as well. Regardless of your past experiences with CSPromod, Beta 1.04 deserves your 10 minutes. Throughout almost two years of jokes, negativity, and flames, we've just kept working. And working. And working. That in and of itself deserves 10 minutes of your time; not to mention the fact that the game is actually pretty darn good, and fun to play. If those reasons aren't enough, consider this: CSPromod represents customizable Counter-Strike. This means if you play it, and want to change something, you can have a voice in that (via our website, its forum, and its polling feature). All we ask is that you play the game for 10 minutes, with the mindset that, if you don't like something, we can change it. It's worth your time, your renewed hope, and your renewed enthusiasm. 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Dirty Posted February 1, 2010 Share Posted February 1, 2010 Sweet! HG needs some servers mow, I hope when I get back home homer, Lamp & me can get some servers up Quote Link to comment Share on other sites More sharing options...
Koth Posted February 1, 2010 Author Share Posted February 1, 2010 if you have the space for the servers on the boxes you can put them up but i would say wait and see if it dies fast. the game is a mix between 1.6 and source, so basically it is 1.6 with source graphics. Quote Link to comment Share on other sites More sharing options...
Slazenger Posted February 1, 2010 Share Posted February 1, 2010 Looks fun. Just downloaded it and I'm about to play. Quote Link to comment Share on other sites More sharing options...
BlackEyes Posted February 1, 2010 Share Posted February 1, 2010 (edited) cspromod is basically like, cs:s and 1.6 combined. Here are some thing you might want to know if you havent played or seen it yet. It's CS:S Graphics. Most options like switching your weapons in a different manner are different. Quacke Style Instant Switch Normal cs:s Switch Nades are like 1.6 nades Maps are 1.6 maps remade with source sdk You can quick scope Servers use source's VAC system You can only use some of the 1.6 and cs:s's weapons like USP, m4, ak, awp, famas, galil (i think), glock, and deagle. Buy menu is small and is used by pressing buttons on ur keyboard instead of mouse, like most people do in 1.6 and cs:S So far only 1 skin per team. It's a little harder to bunny hop Can't think of anything else right now but dl and install, try for urself. This game is very fun, and I look forward to playing it competitively, but I feel that people who play 1.6 and cs:s as much as each other will have the upper hand. Edited February 1, 2010 by BlackEyes Quote Link to comment Share on other sites More sharing options...
naitome464 Posted February 1, 2010 Share Posted February 1, 2010 its pretty fun i enjoyed it, but i still prefer the original lol Quote Link to comment Share on other sites More sharing options...
Dudmarine Posted February 1, 2010 Share Posted February 1, 2010 AWP quick scope is pretty over-powered. Also the spray on the ak is completely different than cs:s spray So basically I'm really bad and complaining about it The radar is weird, I don't like it (Is it from 1.6?) I love the giant nades, flashes and smokes though. (1.6) The flashes work weird, they give you a white haze for a long amount of time after you're flashed and the smokes instant-appear after they bounce x amount of times, thats probably going to change though The scoring board thing (Tab Button) shows Status (either DEAD or x amount of HP) Score (Includes kills and bomb plant/defuse points), Kills, Deaths, Money ( x amount of cash), and latency. Quote Link to comment Share on other sites More sharing options...
Dirty Posted February 1, 2010 Share Posted February 1, 2010 (edited) i setup an CSpromod server on bort's box 72.88.213.138:27010 old JB IP Edited February 1, 2010 by Dirty Quote Link to comment Share on other sites More sharing options...
Slazenger Posted February 1, 2010 Share Posted February 1, 2010 It's pretty good, but will take a lot of getting used to. I started with CSS, played a bit of 1.6, and have been with just CSS for two years. Going to CSpro is fun and challenging. It's a refreshing change. Quote Link to comment Share on other sites More sharing options...
LaMigra Posted February 2, 2010 Share Posted February 2, 2010 I like the mod... i use to play a lot of 1.6.... :) Quote Link to comment Share on other sites More sharing options...
Master Posted February 2, 2010 Share Posted February 2, 2010 old JB IP Are you suggesting a Jailbreak server for this mod? OMG good idea! Quote Link to comment Share on other sites More sharing options...
BlackEyes Posted February 2, 2010 Share Posted February 2, 2010 played promod more then i did cs:s today woot Quote Link to comment Share on other sites More sharing options...
vandium Posted February 2, 2010 Share Posted February 2, 2010 Yeah, its going to be a bit tougher. Non source counterstrike has some insane recoils that you had to learn. Source too has recoil, but as you see it is much different. That is what I enjoyed about non-source cs. It takes a skill to learn the recoils. (source too, but not as overpowering) Can you shoot through stuff like 1.6? Are the hitboxes like 1.6? Quote Link to comment Share on other sites More sharing options...
I Love Lamp Posted February 2, 2010 Share Posted February 2, 2010 Yeah, its going to be a bit tougher. Non source counterstrike has some insane recoils that you had to learn. Source too has recoil, but as you see it is much different.That is what I enjoyed about non-source cs. It takes a skill to learn the recoils. (source too, but not as overpowering) Can you shoot through stuff like 1.6? Are the hitboxes like 1.6? Everything is paper thin. I got shot through a box and half a corner in dust2. I haven't played 1.6 regularly in about 6 years so, that definitely takes some getting used to. Hitboxes are much better than source, but not quite on the 1.6 level yet. Quote Link to comment Share on other sites More sharing options...
Rudabaga Posted February 2, 2010 Share Posted February 2, 2010 Fun game but I still like source better. Quote Link to comment Share on other sites More sharing options...
Clams Posted February 4, 2010 Share Posted February 4, 2010 I started with 1.6 but i wasn't very old when i played it so idk how this is gonna turn out :3 Quote Link to comment Share on other sites More sharing options...
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