Based on Xash3d FWGS, regamedll/cs 1.6 client sources.

Sadly, it will not be compatible with anything but itself.
Be sure to click "watch the mod" so there is a playerbase when the mod is released :-)


Currently implemented:

1.Realistic:

  • Shotgun spread (6 times smaller than in the original game). XM1014 fires 9 pellets, not 6.
  • Weapons rate of fire (including the pumping of M3 shotgun, and AUG & SG552 scope mode). M249 is a lot faster, along with SG550 and G3SG1.
  • Somewhat more accurate zoom factor for scoped rifles. AUG & SG552 = 1.5x zoom, AWP = 3-12x zoom, Scout = 2.5x zoom, SG550 = 4x zoom, G3SG1 = 1.5-6x zoom.
  • Slower Shotgun reload

2. Somewhat nicer smoke from smoke grenades. Need to balance between speed, temp ent limit, and nice look, but I'm all for a really nice looking smoke. It will be a lot nicer in the future. They currently don't work properly in xash3d/cs1.6 client because the cs 1.6 client code maintainer hasn't yet completed particleman library (used by cs and tfc). Go on, buy him a coffee to encourage him to finalize the library:

BUY A COFFEE FOR CS 1.6 CLIENT CODE MAINTAINER - VELARON

3. Walk<->run key, so by default, the player is walking.

4. Footstep sounds are always present. Even when walking, just with a lot less volume. Footsteps while ducking are quite loud (like in real life hehe).

5. View punch (like a big weapon recoil effect) when hit, based on where hit and with how much damage.

6. AUG and SG552 have a scope mode, like sniper rifles, just less zoom.

7. Dynamic player view movement (including scope mode).

8. Proper, frame-independent view punch angle reduction. In other words - recoil recovery is now totally frame rate independent, so no more 1000000fps to exploit this.

9. 4k Scope/reticle sprites dynamically zooming in, when zooming in. Additional commands (that one can bind to a mouse wheel) that will zoom in and out within the range of the scope).
Currently done: AWP, G3SG1, AUG, SG550, SG552, SCOUT

10. Per weapon dynamic v_model lag while looking around. Based on total weapon weight + it's length.

11. Only server-side bullet hits, so you always hit where the bullets show. There is no discrepancy between the client and the server, which was with the approach of prediction client-side hitscan type bullets.

12. Famas burst fire separated into three events instead of being instant.

13. Glock18 proper full auto John Mullins (ekhem cutscenes) style mode instead of burst.

14. No death messages. You don't get a message when you kill somebody. This is fun like hell to actually wonder for a sec or so if someone is dead, instead of relying on a few icons in the corner of the screen and a green money bonus. This excludes killing the VIP.

15. Additional permanent type weapon recoil.


Currently W.I.P:

  • Additional weapon - RPK for T's. (M249 is CT only now)
  • 2d simulation of decoupling eye with scope/gun.

paused:

  • A lot better view/weapon bob, semi-synced with footsteps. Instead of looking like riding on a horse hehe.
  • Proper nightvision goggle effect.
  • Iron Sights

Feature queue list: LINK


You can buy me a beer or so here: Boosty.to

You can support Xash3D FWGS crew here:

Github.com



If you take some ideas/mechanics from here, please give a link to this page in your plugin, plugin topic on the forum, and a mod site if there is one. Mention you took it from CS 1.6 HARDCORE Mod. Thanks in advance.


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Feature queue list

Feature

Planned to add

You are welcome to contribute, also with ideas. If you have no dev skills, then you might also donate so I can hire someone to do stuff I can't :-). Link: Boosty.to


Gameplay mechanics:

1. Entity-based bullets, so no more trace/hitscan attacks. Additionally no more shooting through 1-2 meter concrete walls etc. Damage calculation based on kinetic energy, so current bullet velocity and it's weight is involved.

2. Accurate Iron Sights (not the one done only server side with dynamic - accidental and not - v_model angle/movement like in the original Half-Life, which broke accuracy).

3. Going prone.

4. Higher max player limit than 32.

5. Shield nerf, that will not stop higher power bullets, with the possibility to shoot through the visor.

6. Sound delay based on distance and map theme (sound speed vs temperature).

7. Dynamic eq based on sound distance.

8. General fatigue system. This will control player speed, weapon animation, view movement, and accuracy.

9. Proper concussion effect. Lowered sounds volume, general input, view and audio disorientation/distoriton etc.

10. Every other or every 3rd round, CT's & T's spawns switch, but the roundtime increases (probably twice the mp_roundtime). Or maybe they switch by chance, not sure yet. Maybe a chance if defending team wins, and stacks up with win streak. A random chance. Obviously doesn't include as_ maps haha!

11. On as_maps there is a chance that the VIP will spawn at T spawn point, however the spawn point must be as far as x units horizontally, so no T will spawn very near. Basically this means CT's must find the VIP, and VIP must hide among T's. After this round CT's get a special bonus, or twice the special bonus if they win. The VIP will get a message at spawn that CT's must find you, avoid terrorists.

12. Players spawn with a knife only. But acquire more cash at spawn. That means they must buy their own sidearm, but gain the money for it. So they can either buy a more expensive gun, or buy a sidearm of their choice. And as cs 1.6 client have an option cvar to drop everything on death, which will be switched on by default, you can easily pick up a sidearm from a either dead enemy or a dead friend. In the end, this is an individualistic approach that will promote the usage of other pistols than usp/glock/deagle.

13. AS_ (Assassination) mode revival. This includes officially supporting specific as_ maps, promoting this mode, and developing it more.

14. Proper "round in a chamber" mechanic. This includes animation of weapon draw and reload mid mag or with empty mag.

15. If CT win, reduce their salary by the number of "dead" officers (as_ maps excluded). Use this calculation: -(25% of new round money / number of players) * number of dead CT's. This is to encourage CT teamplay and encourage them of not dying or taking unnecessary risks, because this is expected of them.

16. For planting a bomb T's get a bonus based on time, this includes killing VIP (early) on as_ maps. Calculation: + (bomb bonus * 0.5) * ( 1 - (bomb planted round time / mp_roundtime)). So if the T's plant the bomb at 30 second after start of the round, and assuming mp_roundtime is 120, then they'll get extra + 0.375 of bomb bonus. The T that plants the bomb get extra + 0.1 of total bomb bonus per player. If it blows get he gets extra 0.25. This is to give T's pressure and make them less careful.

17. Bleeding. When player receives damage he bleeds. Not sure how much that would reduce health and performance, but it will cause severe dizziness and hp drop. I might try to add additional hitbox for heart, but lets say a glock to the heart area and it's 1 minute till someone is dead. Including damage by the bullet. So if a glock shot is ~25dmg give heart (area) hitbox 2x dmg multiplier. So that gives around 1 hp per second when hit in the heart (area. It will be way less when hit elsewhere. Let's say 4 times less?

20. There are no death messages, so optionally mention every player killed on round end.

21. etc.


Game modes planned to add:

1. House break or House Break Civilians. hb_ hbc_ map prefix. Normal CT models vs CT's with hostages models (civilians defending their home or so).
Rules:

  • T's get randomly a weapon. Maybe 1 higher-tier weapon (than a simple pistol) or kevlar per 3 terrorists. The more points/higher rank, the more chance to get a higher tier weapon for T's. So there is an actual reward for stealing loot cases instead of only adding to the players score :-).
  • There is a join limit ratio of 2:1 T's vs CT's.
  • The main map is cs_estate, which will be prefixed by the mode prefix, so hbc_estate. Other candidates are as_oilrig adaptation etc.
  • T's start outside of the house (old CT spawn) and must either eliminate all CT's (actually civilians) or collect all loot cases and bring them to T spawn. CT's get more money at respawn and twice the normal money amount for killing a T.
  • Every second (or nth round) the rules switch to kill the VIP, which will have a special "hostage" skin). VIP's only goal is to survive the round length.

Additional weapons:

1. H&K G11 - awaits better animations.

2. Sawed-off double barrel shotgun.

3. Long double-barrel shotgun.

4. Pineapple-type frag grenade for T's. For CTs only on de_ maps.

5. Molotov Cocktail (?)

6. RPK for T's, M249 for CT's only.

...and more!

Post comment Comments
BetrOrph
BetrOrph - - 4 comments

Sounds like what Gooseman would add to his "CS2" TBH. When it will be released? I'm interested.

Reply Good karma Bad karma+2 votes
VoivoD Creator
VoivoD - - 147 comments

Can you elaborate on that?

Some features and engine fixes would need to be achieved.
Cannot tell you a date, only when skeleton goals would be made.

1. View/weapon Bob
2. Entity based bullets with DMG calc
3. Iron Sights
4. Sound propagation delay
5. Working smoke grenade.
6. Proper concussion effect.
I think that would be it.

Reply Good karma+1 vote
VoivoD Creator
VoivoD - - 147 comments

I did have a read on Goosman's work. Not exactly that, but yeah, a specific direction.

Reply Good karma+1 vote
Shane42069
Shane42069 - - 11 comments

can you add some of the cut content Weapons like the grenade launcher and CS gas grenade and the gas mask with it and the m60 ?

Reply Good karma Bad karma+2 votes
VoivoD Creator
VoivoD - - 147 comments

GL sounds OP ;)
CS gas grenade seems very reasonable. Especially in CS_ maps.
M60 - there are no models of this in the game. One would need to have an aesthetically correct models with cs 1.6 hands, and with aesthetically ok-ish animations.

Reply Good karma+1 vote
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