I've typed up a FAQ that should answer some of the most common questions I've been receiving regarding Classic Offensive (What to expect from the Steam Release, Why CO takes so long to develop, etc)
Following
@valvesoftware
's update on modding and license access, it is now very clear that our only solutions are now either cancelling the project or hacking the core files on every security update in order to fix our mod-breaking issues.
In August's devlog:
Mirage's A Site, G3 animations, Phoenix overhaul.
About the license:
We still haven't heard back from Valve or the
@CSGO
team. We're still unable to release the project due to our use of hacks on an older version of CS:GO to even get the mod to work.
1/5
In an attempt to enhance movement on the mod, and since our devs find it hard to go back to the old ways of moving in a oldschool FPS game..
We've decided to adjust and add sliding to the mod.
We believe that we're "sliding" in the right direction with this change.
November's devlog is here: Patching, Panorama, Mirage, SG-552.
We've skipped the previous one as we were close to getting results on patching a day before the devlog.
Still no license news from
@CSGO
. We've decided to experiment with a different solution in the meantime👇
1/6
In September's devlog: XM1014 animations and Mirage
Regarding obtaining the Source license to fix security and heavily mod breaking issues:
We still didn't get any replies from
@CSGO
or
@valvesoftware
.
Development is further slowing down and our scope is getting smaller
1/4
Just so we are clear on how the mod works on our side, there is no leaked code involved. We're using a build from 2020 that has security exploits and a hacked dedicated server to be able to even play online while working on it internally.
The mod cannot be released in this state
March's devlog will be rather short: India, sv_pure.
Following CS2's announcement, we have yet to see if Valve's vision includes modding and if it'll be viable in the long run.
We'll be continuing working on the mod based on CS:GO's latest version and reevaluate over time.
1/4
Here's a look at the P228 (also known as the 228 Compact) in Classic Offensive. While it saw little to no use in 1.6, we've made adjustments to its stats to encourage greater weapon variety.
Time for another development update.
Here's a look at the new M4A1. The silencer is off by default like in 1.6 and CSS but can quickly be attached with a right click. Silencer and animations are still a work in progress.
Model by
@ordanicu
In this month's devlog, viewmodels will be the focus.
First off, the new arms viewmodel with a video comparison between GO and ours.
The new ones should be more in line with pre-1.6 arms, including all the details you expect.
WIP
Screens are from today
Here's a look at the AWP in game! We brought back some key features from the 1.6 days such as multiple firing animations and a fast reload time.
As usual, everything shown is a work-in-progress.
June's devlog will be about the HUD, Mirage, and the Krieg.
We've got someone looking into a solution to have a working build of the mod, playable online, changes and fixes related to hard-coded behaviors and more.
Still no response from Valve yet, we'll keep you updated.
1/5
Vertigo is an odd map, but
@ZooL_Smith
has reworked CS:GO's early version to have its original layout restored.
This map is only there thanks to its iconic fall scream, it wouldn't be CS without it.
3/5
.
@ZooL_Smith
has also overhauled the Phoenix's appearance to be more in line with the others.
They'll be green as older CS versions for now (almost all terrorists are), but if it feels like visibility becomes an issue, we might switch them back to their classic dark blue.
4/5
August's devlog is cancelled, we didn't manage to get enough content for it.
We're still in heavy need of mappers and modelers.
There's so much to be done
Mirage, the AK rework and Galil animations have progressed since the last devlog, but nothing worth showing yet.
We're still looking for mappers and modelers for
@csco_dev
.
If you have some free time and wanna contribute to the project, please join our discord and post your portfolio/workshop in ♯dev-application.
Our team is small, it'll take longer without you.
September's devlog is here, we've skipped the previous devlog to not be in the way of CS2's hype.
Classic Offensive is here to stay, even with CS:GONE!
Congrats to the CS team for CS2's launch!
In this devlog:
- Modding
- Artwork
- Mirage
- Nuke
- Bomb
- Dynamic lighting
1/8
Landing accuracy, the Desert Eagle and Five-SeveN will be the focus of this month's devlog. It's all about weapons!
Be sure to open this tweet to see the rest of its content.
1/5
Dust2 keeps getting closer to its final look,
@_klixx_
has been working day and night on it.
Plants, more details, now with a 3d skybox.. its iconic rocks are back as well.. we might even stream a playtest on it next month!
More screenshots:
2/5
We've added more weapon settings to the menus, so they can easily be modified.
We've also unlocked commands:
You can now set how much your weapon moves when looking around, but also have a negative visual recoil as in 1.6.
4/5
We're late for the March devlog and we're sorry about it, but there's a reason for that.
We've decided to cancel the project for a lot of reasons.
Statement bellow
Dust2, yes, finally! You get to see it!
@m0staka
is on the job, and he did awesome at remaking A Site.
In the end, his Dust2 might just become the closest thing you'll find to the original!
Work in progress, nothing is final.
2/5
We've sent another email to Valve regarding Source license access and are waiting for a reply.
We cannot release the mod without fixing core CS:GO issues that essentially makes it insecure to players, unplayable online and broken without extensive hacking or code access.
5/6
May's devlog is here, we have progress on the Krieg, VODs from the last Train playtest, Mirage's jungle, and we'll share the situation with CO's release.
1/6
Panorama UI opened up some new possibilities for CO! We've been able to implement custom hud/kill icons for all weapons instead of recycling GO's. Menu/hud layouts will remain like GO's but we are free to replace images now.
Oil drums are now better than ever! I mean Grenades.. That's what they are.
With the power of VScripts, they now have a fixed initial rotation instead of a random one.
But they'll also be able to fit anywhere with their classic, nonexistent thickness.
They're back!
4/5
Thanks once again to our Patrons for supporting us, it's been a good year for the team, you guys rules!
We're also still looking for more mappers and modelers, if you'd like to apply, please join our discord:
5/5
We're still looking for more modelers and mappers.
If you'd like to improve at what you do best and help us finish the mod, be sure to stop by our discord!
5/6
This October's devlog wont be spooky, but we have more progress on Mirage and Dust2 but also the AK!
Be sure to open this tweet to see the rest of its content.
1/5
The SG-552 is now in-game,
@zero_0051
has experimented with
@celeryslice
's Substance presets to get better results with his PBR workflow on Source.
Work in progress, the magazine needs tweaking and animated bullets need to be added in.
5/6
Nuke's development restarted recently, with
@ESCalationOffic
getting the permission from
@BlackMesaDevs
to use their assets, as long as the mod stays entirely free (Thanks a lot!)
The layout will change a bit near B, mostly where old Nuke did awfully long corridors.
WIP.
3/4
.
@ZooL_Smith
has worked on the G3SG/1's animations.
CS' G3 anims were the worst in the game, so he has chosen to take heavy inspiration from L4D2's G3 as they were very similar in terms of actions and timings.
3/5
December's devlog is cancelled, we don't have enough content to show as most of us were busy this month.
We're still looking for more mappers and modelers.
Feel free to stop by our Discord if you wish to apply.
We wish you all an Happy New Year!
Here's a couple of comparison pics between the 1.6 version of Inferno and the CO version. Keep in mind these are works in progress and some aspects of the map will change before release (skybox, crates, etc)
We'll be streaming our GunGame and 5v5 private playtest tomorrow at 17:00 GMT
We'll be playing on Dust2.
This will serve as this month's devlog.
Stay tuned!
Here's our first preview images of de_cache_csco
Visually it’s closer to its CSS and early CSGO theme, but gameplay-wise it plays closer to its current CSGO iteration. As usual, all screenshots are of a Work in Progress.
Starting with AWP India,
@rollingenocide
has offered to help using his previous work on Dharma.
We're really happy with the aesthetic direction he has taken, and believe it is currently the best CS:GO incarnation of the map.
Check out Dharma!
2/4
Let's start with
@02_akis
who has offered to help with restoring and remaking the sounds.
People have been looking for the original samples used in various Valve games, naturally we took the opportunity to use them.
Here's how it turned out (despite Twitter's Compression):
2/4
Changes on Panorama's files are continuing,
@ZooL_Smith
has further fixed and modified its look to better fit the mod.
Working hand-in-hand with patching, character select has finally been added. The buymenu has also been modified to further resemble previous CS iterations.
3/6
.
@ZooL_Smith
did a modification of
@CSGO
's HUD to look more like its classic counterpart.
The layout of the HUD in CS:GO is ideal and doesn't really require tweaking.
It should however now feel more consistent, colorful, and readable without the background.
2/5
Regarding the release, we're getting very close to a stable build. The last critical issue is sv_pure: the system that checks if your files match the server's.
This is the last technical barrier to clear before a viable early access release of the project to Steam.
3/4
April's devlog is cancelled. We had a good streak.
Sadly most of us were very busy this month.
Dust2, Mirage, SG-552 are being worked on at the moment, our progress isn't enough since last time for a full devlog
Have some SG-550 animations WIP from
@ZooL_Smith
in the meantime:
.
@ZooL_Smith
has remade grenade animations.
The CS:S frag grenade is only used in GunGame as a more powerful, primary weapon alternative.
This should be the end of updates on first-person animations, as all anim reworks have been completed.
3/4
Here's some CT Spawn comparison pics between the 1.6 version of Inferno and the CO version. Keep in mind these are works in progress and some aspects of the map will change before release.
It's been a while since our last devlog, things have slowed down a bit and we're still looking for mappers and modelers.
In this month's devlog, we'll take a look at the changes we did to Valve's new Buymenu, along with Mirage's and Prodigy's progress.
1/5
.
@zero_0051
worked on the materials of the Krieg this month.
We're getting close to having it fully finished in-game, with working translucent magazines and everything.
4/5
Thanks to operation Riptide,
@ZooL_Smith
has modified
@CSGO
's official remake of the Guerilla to make him fit our style.
This includes removing his scars and equipment, making him look a bit younger, and fixing various issues the model had.
2/3
February's devlog will be replaced by VODs.
We did a private playtest on Dust2, multiple people streamed it.
Here's the available videos:
@ZooL_Smith
:
@TheWarOwl
:
@TKMachine07
:
1/2
We've commissioned
@decepticoin
last month for our Menu and Steam artwork:
Like the first version of Classic Offensive, we'll be featuring Terrorists instead of Counter-Terrorists.
3/8
We also have more progress on Nuke! It's been a while since the last Nuke devlog but it's in the works!
Map by
@liamjrivas
based on
@QuotingFVG
's work
In-game:
Just like the knife and Deagle model presented last month, this AWP model has been made completely from scratch! It's not textured yet, remember everything that we show is still a work in progress!
The AK-47 has received an upgrade,
@ordanicu
has recently overhauled his model, and it looks better than ever!
You can see more about it on his Artstation post:
4/5
Thanks to
@CSGO
's latest weapon update's content,
@SlothSquadron
has rebalanced landing so it's now considered as standing + whatever you were doing previously.
Therefore you wont be penalized by your acrobatic behaviors.
We value movement, so go crazy with the jumping.
4/5
Here's a look at all the weapons currently near completion for Classic Offensive, along with visual tweaks, and sound distance changes.
All weapons now include animated bullets based on ammo count.
.
@ZooL_Smith
has added back casing sounds to weapons, more or less, it's limited
Particles can't have sounds, so instead, the sound is played when the weapon ejects the shell with a delay and follows the player
Sounds are cut if the player is in the air or moves too fast
4/5
.
@dmu222
has finished Mirage's T spawn.
As always, all elements present in the original are there, but adjusted to better fit CS:GO's scaling.
Details have been added, and sometimes elements get swapped to better fit the surroundings.
Crates are forever.
4/6
Another comparison between CO and 1.6, the current viewmodel positions that matches 1.6 the most. 16:9 and 4:3.
You can of course adjust the position of your viewmodel as in CS:GO
Here's some newly detailed areas of Inferno including Construction, the back of Alt-Mid, and Apartments. There's a noticeable lack of dev-textures now, so here's a complete map overview!
Workshop support has been fixed,
@poggu__
has swapped the restrictions from only being able to upload to CS:GO, to only being able to upload to CO.
Not much was needed, but it opens many doors for community generated content for the mod now!
4/6
Here's a look at some of the new death poses in Classic Offensive. We drew some inspiration from the 1.6 animations but with the added benefit of them being ragdolls.
Welcome to another weekly devlog! Here's a look at our work in progress of Bombsite B on Inferno. (Originally this site was named Bombsite A in 1.6 and CS:S but to prevent confusion we've kept the CS:GO naming scheme.)