反恐精英专业版 介绍

历史 History ( English )

First formed in Q1 of 2006, CSPromod was conceived as an attempt to bring a fully-customizable version of Counter-Strike to the Source Engine for the purposes of growing competitive play and broadcast spectatorship. With no disrespect to Valve Software or Turtle Rock Studios, the project arose from the opinion of many in the professional community: namely that Counter-Strike: Source was lacking in many key areas, and could be vastly improved upon. Much of the Counter-Strike community had been expecting CS:Source to be original CS gameplay with better graphics, and unfortunately, that's not at all what CS:Source ended up being. The idea was simple enough: utilize some (but not all) of CS:Source's assets, including sound, textures, and models, to create a modification that would replicate the gameplay of the original Half-Life 1 Counter-Strike mod. This would give the independent CSPromod developers control over gameplay, movement, and behavior, while also making use of CS:Source's updated graphics. It also seemed logical to take the opportunity to add some long-needed features while undertaking such a project.

Working without the source code of either the original Counter-Strike, or Counter-Strike: Source, proved to make the project much more challenging than the original team had ever anticipated, and certainly much more challenging than the community has ever perceived the project to be. Without the original code of either game, our developers had to essentially completely reverse engineer the original Counter-Strike from scratch; a task which proved to be challenging all of the time, and utterly maddening most of the time (imagine being in the shoes of a coder who's being asked to recreate the "duckhop," a gameplay aspect which was obviously orginally a bug, but has become a community-beloved feature over the years). Due to the challenging nature of the project, the development process had to be completely restarted twice within the project's first nine months, each time with a different head programmer. The project originally kicked off in the Spring of 2006, was restarted in the Fall of 2006 with a new head coder, and then was begun from scratch a third time in January of 2007 under the guise of Kevin "arQon" Blenkinsopp. The third time indeed proved to be the charm for CSPromod, as that codebase is the version that's been stuck with ever since. So, while many in the community have often claimed otherwise, the current version of CSPromod is current about 2.5 years old.

The game's initial Beta 1.0 release in October 2007 represented about nine months of work, and while it admittedly was not fully realized, it did show proof of concept and solid base structure. Sadly, some of the community seemed to turn against the mod, due to the incredibly high expectations that had been built up for the project over time. Considering the mod's lofty goals, and the development team's good intentions, the situation was certainly regrettable. The 2nd and 3rd public releases each showed great signs of improvement, but still lacked the overall polish that was expected (despite the game being completely free of charge). After releasing Beta versions 1.01-1.03 publicly, our development team elected to continue work on a more private basis, due to massive amounts community backlash, and lack of constructive criticism. Since July of 2008, we've kept grinding away, and kept as quiet as possible, intending to return to the public eye only when we have something exciting to share with the community.

Back in 2007, it became very obvious fairly quickly to the entirety of the CSPTeam that for the community, showing was much better than telling. Therefore, it is the hope of our developers that the CSPromod 1.04 Beta release will address many of the community's questions, skepticism, and criticism, and in doing so, prove CSPromod to have become what many in the community have always hoped it would be.


初成立于2006年第一季,CSPromod 试图实现将一个重新制作的反恐精英版本带到Source引擎中, 目的是提高竞技性与适用于电视转播,从而更好地推广CS。以下这么说绝无对 Valve Software 或者 Turtle Rock 游戏工作室有不敬之意,自从CS:S发布后,众多专业人士认为 CS:S 做得不好,许多地方是可以更好地改进。很多玩家一直期待 CS:S 是拥有原始CS的游戏特性与更好的画面的结合 ,很遗憾,最终大家希望的样子根本不在 CS:S 中。我们的想法很简单:使用 CS:S 部分资源,比如声音、纹理、模型等去创造一个拥有原始CS游戏特性的理想版本,即反恐精英专业版。

在没有CS 或CS: S 源代码的情况下工作是一件困难的事情,远远超出开发团队与专业人士的预期,是个具挑战性的项目。没有任何原代码,我们的开发人员基本上不得不从头开始逆向编译 CS;可见这个工作是多么具有挑战性,大部分的时间让人抓狂。由于该项目的难度,开发过程中前九个月有两次必须彻底重新开始制作,而每次都换了一个主程序员。这个项目开始于2006年的春天,2006秋天的时候换了一个主程序员后重新开始,第三次在2007年初,这次由 Kevin “arQon” Blenkinsopp 带领下开始。第三次真正地成功了,这个基本代码就是CSPromod开发团队一直坚持使用至今的版本。现在的CSPromod版本,已经2岁半了。

最初的1.0测试版于2007年10月发布,九个月的汗水结晶,尽管它只一个基础结构并非是个完整的产品,可惜,由于人们对这个修改版的期望过高,部分人开始失去了信心。考虑到CSP的崇高目标,以及开发团队的良好愿望,这种情况的确令人遗憾。第二和第三次的公开版本每次都显示出极大的改善,但仍未达到整体令人满意的预期(虽然游戏是完全免费)。1.01-1.03 测试版发布后,由于引起社区强烈反应和缺乏建设性的批评,我们开发团队决定继续一些私人工作。2008年7月后,我们仍然埋头苦干,并尽可能保持低调,打算有令人兴奋的消息后才出现在群众的视线。

早在2007年,在社区很快全面推广CSPromod就已经是显而易见的事情了,事实胜于雄辩,因此,我们开发团队的一致期望是,CSPromod 1.04 测试版的发布将会解决社区的诸多问题。一切的怀疑与批评都证明了,CSPromod 已经成为大多数群众所期待的角色了。

CSPromod的目标是改善反恐精英的图形质量,功能,和观看,同时保留令人喜欢的游戏特性,通过这样提供给公众保证游戏可玩性持久 。我们观察CSPromod作为公众资源,专业团队,赛事主办者,和媒体。很长的时间里,这些组织都表达了他们对关于未来专业CS的意见,渴望,想法,和目标 ; 长期以来 ,他们已经被这个原本把他们聚到一起的游戏的限制所约束。因此,我们努力创建最具竞争性、吸引人、视觉满意,最重要的是可定制的CS版本。我们对这个项目调整,改进,和成长,就像是属于自己的那样去对待它。同样,我们也希望公众的态度能够像我们一样。

* 改善CS画面质量,不削弱或改变令人喜欢的游戏特性。
* 通过一个令人兴奋的在线和单机新平台,帮助复兴反恐精英竞争形势 。
* 改善界面和工具组,使个人和媒体实体能够观看与广播。
* 提供一个平台能让投资得到回报,能为未来的市场企业赞助。
* 保持与公众交流,使每个人的意见能被听取和考虑。
* 提供一个媒介使每个人能发表出自己的意见,并积极参与CS的发展。

为什么反恐精英社区仍然需要Promod? ( English )

1. Counter-Strike 1.6 is declining in popularity, by every objective statistical account. It needs a graphical refresh (without gameplay alterations) to ensure its continued success and prosperity at the top of the competitive gaming world. This is not only because corporate entities need to be satisfied, but also because Counter-Strike needs to keep roping in a younger, newer, fresher player base in order to keep growing. The simple fact is that these kinds of players only buy games that are cutting-edge and pretty. So, the original reason for CSP ("we need 1.6 with better graphics") still very much applies.

2. Having our own code base allows for the ability to add exciting custom features to the game that would vastly expand spectatorship capabilities and streamline competition interfaces. For Counter-Strike to continue to grow in eSports, the game needs additional such custom features, designed to improve competition and spectatorship. Once we actually get through the Betas, we can focus on adding, well, whatever custom features the community wants.

3. Because this game is entirely custom-coded, CSPromod is the community's only real way to guarantee 100% gameplay consistency in the long run. This means that, regardless of how many new versions of Counter-Strike are released, and regardless of how many new engines come out, the community will never be held at Valve's mercy in regards to preserving our beloved gameplay. CSP's code is ours, and therefore the community's; provided that every new engine release includes an SDK, we'll be able to take our code and apply it to each new set of graphical assets. This means the ability to keep gameplay the same across as many version updates as Counter-Strikes goes through, and the ability to consistently fulfill the basic philosophy of this project: preserve gameplay, improve graphics.


1.根据每个客观的帐户统计,CS1.6 受欢迎程度正不断下降。它需要图形更新(游戏特性不改动)以确保在竞技游戏领域顶峰中保持成功与繁荣。 这不仅仅是因为公司企业需要得到满足,亦因为CS需要保持长菁、更新、吸引新玩家来保证不断发展。一个简单的事实是,这些类型的玩家只会购买最先进和漂亮的游戏。所以,CSP的根本原因(需要更好图形的1.6)仍然非常同样适用。

2.拥有我们自己的源代码,允许添加令人兴奋的自定义功能到游戏中,这将极大的拓展比赛的广播与界面简化。为了CS能在电子竞技中继续发展,需要添加额外的功能,旨在提高竞争力与电视转播。一旦我们进入测试版,我们能够专注于增加公众认为需要的功能。

3.因为这个游戏是完全定制编码,从长远来看 CSPromod 是公众唯一真正能有效保证100%符合游戏特性 。这意味着,无论有多少CS新版本出现,和无论有多少新引擎出来,公众永远将会 在 Valve 根据 保护我们喜欢的游戏特性。CSP的代码是我们自己的,亦是公众的;在此每个新引擎发布包含SDK,我们就能将自己的代码应用在每个新的图形系统上。这意味着有能力保持游戏特性与更多版本的CS一起更新,并能始终满足本项目的基本理念: 保持游戏特性,提高游戏图形。

CSPromod 为什么要花费这么长时间? ( English )

Many people do not realize that CSPromod really isn't a mod at all. It's a total conversion, and only shares assets such as models and textures. Because we've never had any access to the CS 1.6 or CS:S source code, there's never been anything to actually, well, modify. We had no access to any of the CS 1.6 or CS:S weapon code, movement code, logic code - nothing; not even the basic structure of Counter-Strike itself (scoring system, team system, bomb plant/defuse system, etc.). We had to recreate the entire game from scratch code-wise. If you open up the HL2SDK, you'll see exactly what we started with. In fact, the only parts of CSPromod that aren't entirely, 100% custom-made are the assets (models, textures, and skins). As you all know, those will also be replaced with custom assets in the near future.

The fact that, code-wise, CSPromod isn't actually a mod, but rather a completely custom-built game, accounts largely for the massive amount of time it's taken so far. The current iteration of the project was restarted from scratch in the beginning of 2007 (unfortunately, all of our progress and effort in 2006 was wasted, as we went through three head programmers that year who all turned out to be unreliable and disappeared with our code base). So what you're looking at is 2.5 years of work done by a very small development team of three coders, a mapper, and a project manager, all working on a volunteer basis in their spare time.


很多朋友不知道 CSPromod 其实不是一个修改版(Mod)。这是个整体的转变,仅使用模型和纹理。因为我们从来没有使用CS1.6或CS:S源代码, 从来没有。我们没有任何CS1.6枪械代码、移动代码、逻辑代码供利用 - 什么也没有;甚至没有CS本身的基本结构(记分系统,团队系统,炸弹装置/拆弹系统等)。我们必须重新制作整个游戏的编码。如果你打开HL2SDK,你会看到这正是我们开始的地方。事实上,CSPromod唯一不彻底的地方是,模型、纹理、皮肤。大家都知道,这些也将会在不久的将来中更换。

CSPromod实际上不是个修改版(Mod),而是一个完全定制的游戏,至今这主要占用了大量的时间。该项目目前已从2007年重新开始(遗憾地的是,我们在2006年所有的进度和努力都白费的,原因是当年我们三个主程序员中,有个不可靠的将代码带走)。所以,你可以看到在2年半中都是由一个非常小的开发团队,三个程序员,一个绘图者,一个项目经理,利用他们空余的时间来工作。

为什么 CSPromod 值得社区为它付出时间? ( English )

We owe the community two apologies: the first, because we failed in terms of quality assurance to properly test the first version of CSPromod (Beta 1.0). For what it's worth, we had no idea that people would be crashing into walls all over the place when we released that version. It didn't show up in our closed testing because we only tested with 10 people at a time. We would never have released that version if we knew that such problems would happen. However, at the end of the day, it was our responsibility to make sure bugs like that didn't pop up, so we owe an apology to the community. We're sorry to everyone for wasting your time with that release.

The second apology is in regards to the hype surrounding the first release of CSPromod. While this certainly wasn't entirely our fault, as the community itself managed to snowball and raise excitement and expectations for the project to an almost-holy level, we certainly didn't make any efforts to curb those expectations. We simply went along with the momentum, and we should've been more direct about the fact that the project was still going to need a lot of time. We want to apologize to everyone for that as well.

Regardless of your past experiences with CSPromod, Beta 1.04 deserves your 10 minutes. Throughout almost two years of jokes, negativity, and flames, we've just kept working. And working. And working. That in and of itself deserves 10 minutes of your time; not to mention the fact that the game is actually pretty darn good, and fun to play. If those reasons aren't enough, consider this: CSPromod represents customizable Counter-Strike. This means if you play it, and want to change something, you can have a voice in that (via our website, its forum, and its polling feature). All we ask is that you play the game for 10 minutes, with the mindset that, if you don't like something, we can change it. It's worth your time, your renewed hope, and your renewed enthusiasm.


我们欠公众两个道歉:第一个是,因为我们在CSPromod第一个测试版中未能严格地测试确保质量。 不管是对与错, 我们不知道,当我们发布那个版本的时候,人们竟会到处碰壁。它没有出现在我们的封闭测试中,因为在这段时间里我们只有10个人测试。如果知道这个问题会在出现的话,我们绝不会发布这个版本。不管怎样,最后,这是我们的职责去确保这样的错误不再出现,所以我们应该向公众道歉。我们向从这个版本浪费你的时间的每个人道歉。

第二个道歉是在首次发布围绕CSPromod的宣传上。虽然,这不完全是我们的错,因为公众对这个项目的期待与热情,上升到一个几乎神圣的级别,我们没有努力制止这些期望。我们只是附和这些势头,我们应该了解到的是,这个项目是否还需要很长的时间。

不管以往对CSPromod的感觉如何,测试版1.04值得占用你的10分钟。在这两年的嘲笑、否定中我们一直坚持工作。工作,工作,仍是不断地工作。这本身已经值回你10分钟时间的票价;更何况这个游戏其实是相当不错的,好玩的。如果这些理由都不够打动你,想一下:CSPromod 代表着CS的定制版。这样意味着,如果你玩这个游戏,想改变一些地方,你可以表达你的意见(通过我们的网站,论坛,投票)。我们要求的是你以玩10分钟游戏的这种心态,如果你不喜欢的事,我们可以改变它。你花的这些时间,重新树立的希望,重启的热情都是值得的。

原文链接:http://cspromod.cn/about

翻译:www.cspromod.cn
贡献:Contemplation

注:如您认为文中有更好的译意时,请发送至 admin@cspromod.cn ,Thank you。



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