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Thread: I'M SO HAPPY!!!!

  1. Site Banned.
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    #41

    Re: I'M SO HAPPY!!!!

    Quote Originally Posted by Rawr
    I totally hope they liek bring bak the riot shields, yo. :P
    not gon' happen

  2. Exiled
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    I'M SO HAPPY!!!!
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    #42

    Re: I'M SO HAPPY!!!!

    Quote Originally Posted by Rawr
    I totally hope they liek bring bak the riot shields, yo. :P
    LOL! Ahhhhh the good days....

  3. Registered TeamPlayer
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    I'M SO HAPPY!!!! I'M SO HAPPY!!!! I'M SO HAPPY!!!! I'M SO HAPPY!!!!
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    #43

    Re: I'M SO HAPPY!!!!

    Quote Originally Posted by Rawr
    I totally hope they liek bring bak the riot shields, yo. :P
    fuck yah.

    This mod looks AMAZING. I can't wait to try it. The whole hit-box shit with CSS is so bunk.

  4. Site Banned.
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    #44

    Re: I'M SO HAPPY!!!!

    I have the mod i just need someone to show me how to install it

  5. Registered TeamPlayer
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    #45

    Re: I'M SO HAPPY!!!!

    Quote Originally Posted by Cripple
    I have the mod i just need someone to show me how to install it
    Read the "Read Me" file that should've came with the mod...

  6. Registered TeamPlayer
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    #46

    Re: I'M SO HAPPY!!!!

    Quote Originally Posted by Mudstalker
    I've been playing 1.6 alot at local LAN centers the past couple months, even puged a few local LAN tournaments, and I have to say I love 1.6. There's some things I love about Source though. Which is of course why I love CSProMod, and even play it despite all servers being European currently

    Why am I so happy? Latest updates: http://cspromod.com/community/viewtopic.php?f=16&t=1021
    Heard CSproMod is pretty tight. I will check it out when the final version is released.

    You have any Howie's Game Shacks by you? (Lan Centers)

    Theres a lan comin up on DEC 5 in Whittier, CA.... Im gonna join the CSS tourney with a couple buddies. If anyone is in the area or interested -> http://www.lancryption.com/

  7. Site Banned.
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    #47

    Re: I'M SO HAPPY!!!!

    its coming:

    updated yesterday: http://cspromod.com/

    Hello Everyone,

    First, I wanted to say thanks to all of you for being patient as we continue to work on our much-anticipated Beta 1.04 version. Over the past few months since the release of our new website, we've continued to make great progress on Beta 1.04, and you guys have been able to follow some of this progress on our developer logs here at CSPromod.com. For those who haven't kept up with the logs, I'll give you a brief update on our release status:

    Right now, gameplay-wise, we think that we're just about ready for a release. Thanks to countless hours of play time on the part of our beta testing team, and much tweaking by mizzack and doublethink, we feel very good about the feel of the game; its gun behavior, movement, interface, and other mechanics are all (while not perfect) certainly release-worthy at this point. However, before we actually do release, we want to hammer out the lingering issue of player models and animations. As many of you know, the CS 1.6 player model's size and viewheight, as well as its movement and headshot animations, combine to play a crucial role in defining the feel of 1.6 that so many of us know and love. While we have completed development of custom, resized player models, we aren't quite finished with the animations yet. We'd like to finish those, and get the resized models (with fixed viewheights) into the game, before releasing Beta 1.04.

    We're currently happy with the pace of the progress being made on the player model animations, so we'll most likely wait until those are done to release Beta 1.04. However, at the same time, we don't want to keep you guys waiting unnecessarily. So there's a small chance that, if the animating work drags out, we'll release Beta 1.04 without the model changes, and add those fixes later in Beta 1.05. However, the plan for now is to release Beta 1.04 when the models are ready.

    With that quick update out of the way, I'm happy to be able to update you all on an exciting new development from our mapping department. Recently, our Head Mapper Ted "Cashed" McIlwain finished his final touches on our five official competition maps: csp_dust2, csp_inferno, csp_nuke, csp_season, and csp_train. This is obviously great news because it means that our maps are all release-worthy, but it's also exciting because it's now allowed us to now focus on another mapping-related goal of CSPromod: to provide the community with an official package of useful, well thought-out aim maps.

    So, over the past few weeks, under the watchful eye of Cashed, our Art Director Ludovic "alba" Slangen has teamed up with mappers "S!rk" and "Redstar," and begun work on the CSPromod Aim Map Series, which will (initially) include five official aim maps:

    csp_aim_arena: A complete remake/reimagination of aim_ak_map, designed to act as practice yard for any buyable weapon (not including grenades and the AWP).
    csp_aim_pistol: Another original CSPromod aim map, created specifically for pistol training.
    csp_aim_map: A CSPromod remake of the community-favorite aim_map from CS 1.6.
    csp_aim_akcolt: A CSPromod remake of the long beloved aim_ak-colt from CS 1.6.
    csp_aim_awp: Another original CSPromod aim map, created specifically for AWP practice.

    Finishing and releasing the CSPromod Aim Map Series will be the next mapping-related objective for our development team. We're currently fairly early in the process of creating the CSP aim maps, but progress is moving quite quickly on this particular item, so we're already able to provide you with some media (see below).

    We'll make sure to update you guys as soon as we have more information about the aim maps and/or, of course, a release date for Beta 1.04.

    Thanks,

    Alex Garfield
    Project Director, CSPromod
    :10 :10 :10 :10 :10 :10 :10 :10 :10 :10

  8. Exiled
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    #48

    Re: I'M SO HAPPY!!!!

    Quote Originally Posted by Syrringe
    its coming:

    updated yesterday: http://cspromod.com/

    Hello Everyone,

    First, I wanted to say thanks to all of you for being patient as we continue to work on our much-anticipated Beta 1.04 version. Over the past few months since the release of our new website, we've continued to make great progress on Beta 1.04, and you guys have been able to follow some of this progress on our developer logs here at CSPromod.com. For those who haven't kept up with the logs, I'll give you a brief update on our release status:

    Right now, gameplay-wise, we think that we're just about ready for a release. Thanks to countless hours of play time on the part of our beta testing team, and much tweaking by mizzack and doublethink, we feel very good about the feel of the game; its gun behavior, movement, interface, and other mechanics are all (while not perfect) certainly release-worthy at this point. However, before we actually do release, we want to hammer out the lingering issue of player models and animations. As many of you know, the CS 1.6 player model's size and viewheight, as well as its movement and headshot animations, combine to play a crucial role in defining the feel of 1.6 that so many of us know and love. While we have completed development of custom, resized player models, we aren't quite finished with the animations yet. We'd like to finish those, and get the resized models (with fixed viewheights) into the game, before releasing Beta 1.04.

    We're currently happy with the pace of the progress being made on the player model animations, so we'll most likely wait until those are done to release Beta 1.04. However, at the same time, we don't want to keep you guys waiting unnecessarily. So there's a small chance that, if the animating work drags out, we'll release Beta 1.04 without the model changes, and add those fixes later in Beta 1.05. However, the plan for now is to release Beta 1.04 when the models are ready.

    With that quick update out of the way, I'm happy to be able to update you all on an exciting new development from our mapping department. Recently, our Head Mapper Ted "Cashed" McIlwain finished his final touches on our five official competition maps: csp_dust2, csp_inferno, csp_nuke, csp_season, and csp_train. This is obviously great news because it means that our maps are all release-worthy, but it's also exciting because it's now allowed us to now focus on another mapping-related goal of CSPromod: to provide the community with an official package of useful, well thought-out aim maps.

    So, over the past few weeks, under the watchful eye of Cashed, our Art Director Ludovic "alba" Slangen has teamed up with mappers "S!rk" and "Redstar," and begun work on the CSPromod Aim Map Series, which will (initially) include five official aim maps:

    csp_aim_arena: A complete remake/reimagination of aim_ak_map, designed to act as practice yard for any buyable weapon (not including grenades and the AWP).
    csp_aim_pistol: Another original CSPromod aim map, created specifically for pistol training.
    csp_aim_map: A CSPromod remake of the community-favorite aim_map from CS 1.6.
    csp_aim_akcolt: A CSPromod remake of the long beloved aim_ak-colt from CS 1.6.
    csp_aim_awp: Another original CSPromod aim map, created specifically for AWP practice.

    Finishing and releasing the CSPromod Aim Map Series will be the next mapping-related objective for our development team. We're currently fairly early in the process of creating the CSP aim maps, but progress is moving quite quickly on this particular item, so we're already able to provide you with some media (see below).

    We'll make sure to update you guys as soon as we have more information about the aim maps and/or, of course, a release date for Beta 1.04.

    Thanks,

    Alex Garfield
    Project Director, CSPromod
    :10 :10 :10 :10 :10 :10 :10 :10 :10 :10
    OMG!!!!!!!!!!!!!!!!!!!!! I NEED TO PLAY THIS!!!!!!!!!!!!!!! x[

  9. Registered TeamPlayer
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    #49

    Re: I'M SO HAPPY!!!!

    Quote Originally Posted by Syrringe
    Quote Originally Posted by hwinn
    Quote Originally Posted by Syrringe
    Quote Originally Posted by hwinn
    jw but when promod comes out- will u be able to unrealistically shoot through several stone walls?
    not like in 1.6, but yes, more than you can in source.

    These are REAL cs players, from both genres, making and designing this game, the way it always should have been. Expect the best from this.
    yeah i know just wondering what it will be like
    better than source, but dont worry, it still may be too unrealistic for you. cuz ya know, source is SO realistic.
    dude all games are realistic...i mean one time i got shot in r3471ty and i lost 17 hp :/

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