The primary objective of CSPromod is to further the progress of E-Sports and to improve as much as we can the playing, spectating, and broadcasting of counter forces as a professional sport. We wish to provide a resource for the community, the organizations, and the media to voice their opinions, desires, and ideas about the future of professional CS. We strive to present the most competitive, enthralling, and visually satisfying version of the game ever, and to satisfy the needs of the players, the organizations, the media, and the industry.

Report RSS Behind the Scenes #1

Hi, my name is Mike and I help out with development here for CSP. To give you guys a better idea of what we try to do, I'm going to write up a multi-part series about some of the work we have been doing this past year in closed beta testing.

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Hi, my name is Mike and I help out with development here for CSP. To give you guys a better idea of what we try to do, I'm going to write up a multi-part series about some of the work we have been doing this past year in closed beta testing.



Welcome to part one of this multi-part series.


One of the major issues with CSP's game mechanics was the way in which the source engine handles fall damage. In most Source Games you can fall extremely far and take very little damage. As with many things in Source, this would be unacceptable in the long run.

For CSP we wanted better replication of the fall damage to more closely match the values you find in cs 1.x. This is important because if you jump off heaven down to that first train car, or if you jump down from rafters on nuke, you should be given the same damage amounts as cs 1.x.

However, the issue is easier to say, then to do. You can't just change global gravity, because then projectiles and player jump height are screwed. So our coder amogan stated to really customize the values which control falling velocity for the player based on how high they fall from.

Now, the issue is, how exactly do you calculate the fall distances from one game engine to another? We tried jumping or falling from known locations in various maps, but it just didn't feel quite right no matter what we did.

Luckily, one of our testers from Australia, j0lt created two developer test maps. One for Counter-Strike 1.6, the other for CSP. Using textures that were pixel identical, he was able to create Unit Identical maps between the two games.

We are using these to test many different features now, and they are extremely handy. Heres a little screen of what they look like:

User Posted Image

So, using these another tester from the UK, Brainkiller spent hours testing, and making unit specific data for the development team. Here are his findings:

User Posted Image

"Brainkiller" wrote: Height Chart (In Exact Pixel Units)
1) 64
2) 128
3) 192
4) 256
5) 320
6) 384
7) 448
8) 512
9) 576
10) 640
11) 704

CSP Fall damage standing
1) 0
2) 0
3) 0
4) 11
5) 28
6) 43
7) 58
8) 70
9) 84
10) 96
11) 100+

CSP Fall damage landing in a crouched position
1) 0
2) 0
3) 0
4) 16
5) 34
6) 49
7) 63
8) 75
9) 89
10) 99
11) 100+

1.6 Fall damage standing
1) 0
2) 0
3) 8
4) 28
5) 43
6) 58
7) 71
8) 83
9) 95
10) 100+
11) 100+

1.6 Fall damage landing in crouched position
1) 0
2) 0
3) 15
4) 31
5) 48
6) 60
7) 75
8) 87
9) 98
10) 100+
11) 100+


As of this internal beta, those numbers match each other within less then 1hp.

In closing, it was a ton of work for multiple people, spanning across 3 countries 1/2 a world apart, but it really paid off. Although admittedly this may seem like a minor change, falling from rafters or heaven is a big deal again, and really adds to the polish and 1.x "feel" of the game.

Thanks for reading, and spread the word. See you soon.

-Mike

Post comment Comments
Spooboy
Spooboy - - 2,028 comments

Cool, always nice to get an update. Looking forward to this.

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doublethink Author
doublethink - - 148 comments

I'll be doing one of these everyday until the site release on Oct 12th.

Reply Good karma+2 votes
Kalakukkoo
Kalakukkoo - - 62 comments

I see that you guys have a new logo. Looks awesome.
Have you thought of porting this to the ep2 engine? I think it's about time to get a CS game in ep2-version.
These new Behind the scenes articles seem to be intresting, hoping to see more soon.

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KILLER89(FIN)
KILLER89(FIN) - - 2,311 comments

* OB-engine.

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medve
medve - - 1,475 comments

the point is to get a lot of fps, and u cant get that in a ****** up ep2 engine...

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shinoda
shinoda - - 1 comments

They will be porting the mod to OB engine after 1.04, you can be sure about that.

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janze94
janze94 - - 4 comments

doubbelthink post a new behind the sceans TODAY its not that har to copy,peast or did you delete the old articels from the forum???

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