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It seems a bit far fetched that you can have so many gameplay and graphic options controlled by a cvar. How do you plan to do this? Actually, adding cvars to the mod is just about the easiest programming in the entire process. Basically, for the beta, we want to have as many cvars as possible so that we will be able to tweak settings as easily as we can. However, when we reach a final release state, we will remove all of these cvars. Any plans to remove cvars from your game? Yes, as previously mentioned, when the mod is in its final version, we plan on removing a large amount of the cvars. The only cvars that will remain are basic configuration options such as crosshair size / color, rates, etc. There will be no more "configging," because there simply won't be so many weird commands to change. Any plans to have your own anti cheat? Anti-cheat has been considered, but it is not certain if we will indeed be able to include our own custom anti-cheat. The possibility is not out of the question, however. What about HLTV? We all know Source TV is a joke if Valve can not get it right how do you expect your team to? Source TV is indeed not up to par. The source code for the basis of HLTV is actually included in the Source SDK, so when the mod itself is nearing completion, a lot of our focus will shift to creating the HLTV. We do plan to improve significantly upon the HLTV system, allowing such features as individual player jerseys, and audio broadcasting streamed directly into the HLTV (so as to finally allow for truly synchronized commentary). Any reaction from Valve about your project? The only reaction so far from Valve has been the removal of threads referring to CSP from steampowered.com. We contacted Valve in regards to this action, and they informed us that it wasn't indicative of their stance towards the project - essentially, they have nothing against CSP, they were simply trying to keep their forums under control. For the most part, Valve's stance so far has been neither for or against our project - they've just sort of stepped back. I'm sure that, if and when we develop into something bigger and more tangible that the community begins to take hold of, they will get involved. Any contact with events such as CPL or WCG about using such a mod? We have indeed been building up our network of influential contacts within the community. At this time we can't really say whom we've talked to and to what extent, but we can say very confidently that when CSP becomes more of a finely polished product, teams will be playing it on LAN for money :). How close are you guys to having a working alpha? It really depends what you consider an "alpha." Although recent progress has been moving slowly on the programming side of things (we're just about finished with our first list of alpha requirements), the mod itself is already very functional. You can load up the mod, and all of the options and GUI interface are set up, as is shown in the video. You can load up a map, pick a team, run around, and shoot some guns. It is still in a very early stage, but a good portion of the foundation of the mod has already been created. On the mapping side of things, thanks to great work from our mappers, we're pretty much done with the initial versions of de_nuke, de_inferno, de_dust2, and de_train. So, while programming is progressing more slowly than we'd like, mapping has gone very fast (thanks to Mike for that).
What is your goal date to finish the project? Right now, it's still too early to issue a specific release date. We hope to have something tested extensively and very playable by the end of 2006, so that ideally all major tournaments can use CSP for their 2007 events. Thanks for your time any final words? Just want to thank everyone who has continued to support the project. It's nice to know that much of the community has remained optimistic. Also, once again if you want to help the project succeed, the best thing you can do right now is find us some more programmers with HL2 modding experience. Adding some more manpower and experience would drastically speed up the development of the mod. Thanks again to all of our supporters, and thanks to Gotfrag for the coverage .
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