Hello, I am the Director of the CSGO PROMOD....and I came here to help.
I find it crazy how u/SlothSquadron has been working over a year to improve the game using:
- Scientific Data and graphs
- Pro evalutations from tournaments
- Videos from experts (Thoorin)
..and I find it crazy, because for a whole year, I have been doing the exact same thing under a different name (CSGO BETA PROMOD).
But enough of my project, I did not come here to brag, I came here to help.
So here we go....
As a scientist I have found ease of mind in recreating various experiements and gathering data, I want to share this data so that people can use it for this mod.
(I did not use Google Drive, I used Microsoft Excel so I have to upload using dropbox instead, sorry)
History.xlsx - I compiled and wrote down the weapon values of all weapons (and their variants) in a single spreadsheet. There are 4 sheets. Sheet "CT" has the all the weapons available to CTs with their average damage to HEAD, CHEST, STOMACH, AND LEG (both with ARMOR and UNARMORED) across all the previous Counter-Strike Games. They also include the price differential between games to the right. The RED font indicates a one-shot kill to that body part. Sheet "T" does the same but for T side.
Priorities.xlsx - I generalized and grouped all the weapons together to try to find a better chemistry between the assault rifles, SMG'S, Snipers, etc. The first sheet includes what each weapon-type should provide to the player and how they should be used (This is opinion based). The second sheet include the data for weapon types that I then used to develop the History.xlsx
Weapon Format.xlsx - This Excel sheet is similar to SlothSquadron's Analysis Page but I used certain guns to help provide a better idea. This is what I used to find out what could be changed and what each certain code does to the weapon. It includes most important information like MaxPlayerSpeed (dictating the speed when holding the gun) Armor penetration percentage (which provides the formula for calculating the damage) all the way down to the last characteristic which is the Accuracy Model Parameters like "Recoil Seed" "Innacuracy Crouch" "Innacuracy Ladder" etc. All of this information, with it's default values and a little description. It also includes the body/hitbox damage based on location. 4X to the Head, 1X to the Chest and Arms, 1.25x to the stomach, and 0.75x to the legs with the damage.
I have also taken hundreds of photos (too many to upload) that are evidence on how the code work and the influence on a certain weapon's recoil, spray pattern, and more.
I have also been working with Crashz (The popular map-editor of Crashz' Crosshair Generator v2 and other maps) in providing popular maps like Dust 2, but with changes like:
- Removed fog
- Removed bloom
- Reduced post-processing
- Changed sky texture to more vibrant and blue
- Removed ambient sounds
- Removed junk/trash props (prop_physics)
- Removed dust clouds systems
- Removed dust moles
- Removed “glow effects” (env_sprite)
..Which does not only include better/more clear view of the map, but it also makes it more colorful and more appealing to the eye compared to its darker and monochromatic default.
These maps can be gained from the Collection here: http://steamcommunity.com/sharedfiles/filedetails/?id=439148591 and can be easily implemented into a server.cfg.
I have also been speaking to him and he has enlightened me on how to do this process for various maps like Cache, Season, etc. So you guys can not only play with better weapons, but also better maps too.
Also, I have found out (through very extensive experimentation) that if you change the SERVER scripts folder with the changes you want, rather than the player scripts themselves, and set the command "sv_pure" to 1 in the server.cfg, the SERVER scripts folder (and their sub-directories) will overpower the player scripts and apply the changes without the player having to do any installation. They can easily go into a modded server and easily disconnect and go back to playing Dedicated Valve Servers without any worry of VAC or without them ever lifting a finger. Creating an ease of mind and also making the mod user-friendly.
NO MORE INSTALLATION NEEDED!
I have a lot more stuff to provide (but they are a little bit advanced) and I hope that we can work together.
My only wish is to see this great community have the game THEY want to play, with community-backed, scientifically-driven, accurately-balanced changes. All for free. I don't care about money, nor fame. If I did, I would be jealous of Sloth for recreating something I have done and getting more praise, but I am not. I am more than happy and super willing to help.
I also have tons of brainstorming and working on ideas for things like:
- Region-Based MatchMaking: Brazilians play with Brazilian players (who speak Portuguese) on Brazilian servers. No more Russians playing with people from Spain because of server-location. Not only will this improve the game due to people speaking the same language, but also it will enforce the country's community and help it even more.
- Better Service: I was also hoping with my Promod to make a FREE service to unite the community with region based leagues and tournaments. Replay recording, In-depth player statistics, 128-tick servers for everyone, and a better community overall. Kind of grabbing the best from ESEA, CEVO, and FACEIT and making it available to everyone and for free.
Hopefully we can work together to create something the community loves u/SlothSquadron. If not, then at least I hope all my data over the years will help you and I wish you the best with this mod and it's community.
Thank you for having me, and cheers! - AddictedPro ;) <3
Posted Aug 5, 2015, 7:31 PM UTC · edited
Hi man, I just want both you and Sloth to know that it would be great to see you guys working together - I believe that you can create something that we, oldschool cs community, would simply fall in love with. I don't really think Valve listens to community enough and CS in it's current state isn't going into right direction. Hope you guys can find common ground. Sorry for my english tho, not my native language. Best of luck!
Your English is pretty good! and I have just started working with him as we speak.
To me, personally, Valve will listen if we all work together. The difference between CSGO and other games is that in most competitive games, like Starcraft, the developers play high-ranked matchmaking so they know HOW to change things, but also WHAT to change the values to.
In CSGO however, the DEVs know HOW to change things, but because they don't play at a high level, they don't know what the values should be. Hopefully we can provide examples through data and experimentation to provide the DEV's solid evidence to go by. ;) Thanks for the luck!