
Although many may have forgotten about CSPromod and written the project off, their latest version BETA 1.07 is scheduled to be released this weekend if all goes to plan.
The previous version of the game actually showed a lot of promise of being a really solid game, and this version continues on from its successful groundwork with various tweaks, additions, changes, and bugfixes.
Some noteable changes that have been fixed over the past months are as follows, with presumably many more in the final build:
- Added 1.6 style smoke grenade.
- Throwing nades is now exactly like 1.6.
- Fixed Famas burst fire recoil. It was too inaccurate before, now its very much similar to 1.6.
- Fixed sound ranges being >5000 units.
- Added 1.6 style weapon drop with source engine's physics.
- Added 1.6 style crosshair translucency.
- Tweaked crosshair movement; it's more responsive and cools down faster and smoothly.
- Fixed crosshair positioning.
- Fixed weapon origins.
- Added bullet force which pushes the player in the bullet direction when not on ground.
- Tweaked MP5 recoil.
- Tweaked rifle's accuracy.
- Pistol recoil tweaks.
- Fixed the god mode bug.
- Added n69ky's backpack model for bomb.
- Corrected the player speed drop on receiving damage from a weapon.
- Fixed the delayed animation problem (where ducking, jumping, flinching, and other animations are delayed by about 10msec).
- Created a new T player model (unsure if it will be in 1.07).

The new 1.6-style smoke grenade in CSP 1.07
There have also been various changes to the maps, some of which are:
- Significantly reducing fog on all maps.
- Changing footstep surface sound files on dust2 from sand to concrete.
- Adding boost spots and fixing exploits.
All in all some really great changes, and the game sounds like it could be quite good. Many people may count the CSP project as completely useless at this point taking far too long to release and with the new CS:GO coming out in 2012. In my opinion it could actually be very useful for quickly and efficiently adapting a Promod version of CS:GO if its mechanics arent up to par, potentially combining some newer elements of CS:GO (map assets/textures and player models and animations) with the refined movemenet, recoil and map layouts from CSP. How all this plays out we'll simply have to wait and see though, and it could very well be that CSP is too little too late.
CSP 1.07 will be available at: cspromod.com
neways. these guys are just wasting their money right?
They then changed it maybe 6-12 months ago to make them way thicker to prevent this exploit and now they're ridiculously OP. They're equivalent of about 2-4 1.6 smokes and theres a common thing of throwing a smoke on the bomb then defusing as a CT and its literally an instant-win.
tl/dr css smokes suck, imo.
#8 its still a bit hard caus you cant edit articles so they have to be perfect on submission, hopefully it'll get fixed soon :(
Its quite possible that they would be able to take those graphical improvements from CSGO's maps and player models while retaining the important gameplay code they've developed over the years in CSP, or if they ever got off their asses come up with them on their own.
Of course its going to look a bit dated (relative to new games) while using CSS assets, but that wont always be the case.
chu still can
Also the CSP project won't ever have enough resources to make their ultimate goal a reality unless they move to a real company and away from Alex Garfield.
Once they have the entirety of the mechanics in place and polished, updating map and model textures is a peace of cake compared to the rest of the work they've done. That being said, I personally believe CSP is currently very playable - moreso than CSS.
The CSP title alone doesnt need to garner organic growth, it can leach off the growth of other CS titles (for example CSGO). Its no different than call of duty or battlefield games having competitive mods made for them - but in this case the competitive mod would be made well in advanced and would just require tweaks with each version of cs / source engine released.
I completely agree with you though its quite possible that CSP will never have the resources to reach their goal, unfortunately.
Installed all the patches + the server 'patch' as well
yes!
Features:
* Added bullet force to mimic CS 1.6
* Added new custom smoke particle
* Added new C4 backpack model
* Added CS 1.6 style crosshair translucency
* Added Source Engine's physics for dropped weapons
* Added player blob shadows (cl_shadows 0/1 to disable/enable them)
General:
* Added better blood goosh particles
* Refactored MP5's recoil
* Refactored Famas' burst fire mode recoil
* Tweaked grenade throw position and velocity to be exactly like CS 1.6
* Tweaked all rifles' accuracy to be equivalent to CS 1.6
* Tweaked Deagle's accuracy
* Tweaked AWP/Scout quickscoping
* Tweaked crosshair cooldown rate
* Tweaked crosshair sizes (cl_crosshair_size is now independent of cl_crosshair_advanced_scale)
* Tweaked HE grenade damages
* Tweaked tagging (player velocity reduction on getting hit)
* Tweaked weapon drop trajectory to mimic 1.6
* Tweaked air acceleration slightly
* Tweaked footsteps while scoping with the AWP/Scout
* Tweaked the FOV to remain equivalent across all resolutions; removing unfair advantages for wide-screen users
* Updated maximum wall penetration distance from 128 to 768 units to match CS 1.6
Mapping:
csp_dust2
* Fixed up to 10 boosting exploits
* Fixed several missing top textures
* Re-added the midd double doors boost
* Re-added the midd windows boost
* Reduced the fog significantly
* Replaced the sand footstep sounds by concrete sounds
csp_nuke
* Remodeled the lower part of the red rock 3d displacement (next to the 2 big boxes) to allow for more visibility when standing behind them
* Reduced the fog
* Tweaked the hut window to make the jump from the top of the hut possible
csp_train
* Clipped numerous pillars to prevent players from being blocked by them
* Reduced the fog
* Fixed godmode bug
* Fixed footstep sounds being heard from too far
* Fixed not getting any damages upon landing on top of a player's head
* Fixed wrong flinch animation playing when hitting a player's arm
* Fixed glitch showing players' scores instead of kills in Steam server info panel
* Fixed missing third person reloading sounds for Aug/Scout/Sig
* Fixed defuse kit showing when looking at own feet in spectator mode
* Fixed Glock/Famas burst fire mode prediction issues
* Fixed bug causing teammates to disappear on the radar when tabbing out
* Fixed zoom sensivity still being applied after de-scoping with the AWP/Scout on high latency servers
* Fixed AWP/Scout issues on reload
* Fixed a bug making the crosshair expand for no reason on weapon switching
Tweaks/Minor Changes:
* Added French, German and Bulgarian localization files and updated English localization
* Added low.cfg config file for users who need better performances
* Added 'invert mouse' to the options (Player tab)
* Changed mid-air velocity cap from 325 u/s to 2000 u/s in air
* Cheat flagged several ConVars
* FPS Panel text (cl_showpos/cl_showfps) is now proportional (more readable)
* Made certain deaths go straight to radgoll without special animation
* Narrowed down required front-facing shot angle for gut and headshot death animations to play.
* Players now drop their weapons in their feet when killed (except C4)
* Removed sparks caused by dropped weapons
* Removed own sparks and blood in first person (except for headshots without a helmet)
* Re-enabled the following ConVars/ConCommands: ent_fire, ent_create, sv_showhitboxes, sv_airaccelerate, sv_maxvelocity, give, thirdperson
* Slightly reduced weapon pickup area