Una vez mas acaban de actualizar la beta del csgo y por ese motivo se me ha ocurrido crear este hilo.
Sera un post para ir comentado las noticias que vayamos teniendo sobre las actualizaciones, como por ejemplo:
-Actualizacion 20 Abr 2012
Gameplay:
• Reduced the amount of stepwise variation in the weapon recoil patterns so they are smoother and easier to learn and control.
• The recoil jump on the xm1014 has been lowered.
• The recoil on the ak47 has been lowered to be more in line with other weapons.
• The ak47 recoil pattern has also been adjusted.
• The cash reward for defusing bomb has been raised to $3500.
• Added multiple T spawn points to Dust2.
UI:
• The number of seconds to delay showing the player id when crosshairs are hovered over a player has been increased from 0.1 to 0.5.
• Updated the mini-scoreboard for Arms Race to show the weapon for each player.
• All of the players who are in the lead now show what weapon they are leading with in the mini-scoreboard.
• The “YOU ARE ON TEAM” and old weapon leader messages have been removed.
• Added a weapon progression panel in Demolition mode that shows the full array of weapons and your current progress.
• Scoreboard will now instantly appear when triggered.
• Easier to see who is alive by darkening the dead players.
• Updated weapon icons.
• Updated AUG small icon.
• Updated MAG7 small icon.
• Removed suppressor and extended stock from MP7 outline icon.
• Added extended stock to MP9 outline icon.
Maps:
• Shoots
- Adjusted fog settings.
- Adjusted light_environment settings.
- Adjusted local contrast settings (turned off blur effect).
- Adjusted bloom scale (turned down effect).
- Raised light levels.
- Adjusted fade distance on bicycle.
- Adjusted fade distance on light/glow.
- Readjusted some wood textures.
- Fixed some mismatched wood textures on steps.
- Added missing faces on wood planks.
- Adjusted fade distance on poster inside hut.
- Adjusted fade distance on rice basket in huts.
- Adjusted texture and position of wood railing model.
- Added player clips to sniper shack to prevent players from getting stuck.
• Dust
- Added some back faces to the geometry where players could see out of the map.
- Fix for an environment light effect that could be seen through a building as well as smoke grenade effect.
- Added a cubemap and updated a floor material for a noticeably dark door.
• Office
- Adjusted position of boxes so player can run past easily.
- Updated the counter prop objects to be prop_physics_multiplayer, and marked as debris.
- Turned off collision on pipes and lamp at Backway stairwell to prevent camping there.
- Adjusted light map resolution just inside the stairwell to help it blend better.
- Removed garbage models that were causing collision issues.
- Added additional light behind CT Spawn so the lighting will look more consistent on the player models.
- Removed half submerged pop cans from desk at entrance stairwell.
- Made all of the monitors and keyboards physics objects.
- Fixed missing trim at the main entrance stairwell ceiling.
- Added player clip brushes to windows at Snipers Nest to make jumping through them easier.
- Set the objects without physics hulls to non solid.
- Adjusted the fade distance on the trash can near the building entrance at the back courtyard, as well as a number of others that were popping into view.
- Adjusting local-contrast settings (made less blurry)
- Tuned tonemap controller values to be more consistent with other levels.
• Inferno
- Fix for players getting out of the map at T spawn.
• Safehouse
- Fix for being able to jump on fence on edge of map.
- Fix for missing faces by bathtub.
• Italy
- Turned down local_contrast setting.
• Aztec
- Updated the helicopter animation.
- Fixed a bug with particles not reliably turning off.
• Bank
- Replaced skybox trees models with simple cards.
- Disabled CSM on foliage and chain-link fence.
- Adjusted fog settings to match more closely to other maps.
• Nuke
- Reduced bloom scale.
• Sugarcane
- Tuned fog and prop fades.
- Deleted a vista props outside of player space.
-Actualizacion 27 Abr 2012
Gameplay:
• Fixed an issue in the weapon recoil system which caused tighter shot grouping than intended.
• Dead players no longer can see bomb or defuse icons on scoreboard for opposing team members.
• Recoil impulses are now more consistent for automatic weapons.
• The Movement acceleration and stopspeed values have been lowered per pro feedback.
• Slightly increased the variance of the recoil patterns.
– Updated the recoil pattern for the ak47.
• Adjusted the recoil suppression parameters to help tune burst fire.
• Fixed an issue which was causing thrown weapons to emit from the base of players, rather than their hands. Gifted weapons will now correctly throw the proper distance.
UI:
• Hooked up the win panel for arsenal mode to put emphasis on the winner and runners up.
• The next weapon text in AR now displays appropriate text for the mode and state.
• Fixed the alert for when you reach gold knife level showing up when anyone reached it.
• When you get a point for an assist, it shows in the death message.
Maps:
• New SE version of Aztec with no fog/particles/debris/ropes (except the bridge)
• Dust_SE
– Added correct skybox to the map properties.
• Shoots
– Turned down local-contrast settings.
– Fixed a strange clip on stairway.
– Fixed lighting on the dark hut in the Middle area.
– Fixed a few visual issues with the huts, and thinned out some of the thatch roof.
• Dust
– Adjusted size of buy zones for both CT and T’s.
• Shorttrain
– Adjusted local contrast settings on post process controller.
– Adjusted tonemap settings.
• Inferno
– Added smoothing normals to prop bombtanks used in Inferno level.
– Fix for incorrect bombsite designation text when standing on the blue truck.
• St Marc
– Turned down local-contrast settings.
– Adjusted bloomscale
– Fixed signage typo – changed from “route barée” to “route barrée”
• Safehouse
– Turned down local-contrast settings.
– Adjusted bloomscale
– Upped resolution on a prop, removed label that looks blurry.
• Italy
– Updated some very shiny planters.
• Aztec
– Fixed floating leaf in tree alpha texture.
– Reduced specular on tarp roof.
– Fix for objects disappearing from skyline based on camera position near double doors.
– Fix for the collision of the crates near bombsite B.
– Fixed the collision of the scaffolding at Water below bombsite B.
– Improved the texture on the metal bars at Water below T Ramp.
– Can no longer climb the scaffolding at bombsite B.
– Can no longer walk to the far side of T Ramp.
– Can no longer access platform next to Bridge.
• Dust 2
– Expanded and moved both the CT a T buy and spawn zones in radar image.
• Bank
– Turned down local-contrast settings.
• Baggage
– Turned down local-contrast settings.
– Adjusted bloomscale
• Lake
– Turned down local-contrast settings.
– Adjusted bloomscale
• Sugarcane
– Reduced local-contrast settings.
– Reduced bloom amount.
– Adjusted some tonemap settings.
Models:
• Fixed clipping issue on Terrorist skin with head wrap.
• Fix for Sawed-off where bolt was sticking through the back of the housing during fire and reload animations.
Audio:
• Trimmed up ambient content for Nuke, Bank, Train and Sugarcane and made adjustments to the script in Bank (balancing levels and adding some light breeze to match the trees) and a few updated references in Nuke, Train and Sugarcane.
• Dust ambient optimization.
• Shoots ambient optimizations
• Lake and Safehouse ambient optimizations.
• Italy ambient optimizations. Fixed a doorway where a player could move outdoors and still have the indoors ambience.
• Baggage ambient revision and optimization.
Effects:
• Snow effects have been greatly optimized. Snow in Office runs 7x faster than before.
Bug Fixes:
• Fixed crash when in the Buy menu, then voted yes to change maps.
• Fixed noticeable double round start in Arms Race when the first player entered the server/game.
• Fixed shadows being cast by vgui screens ( mainly the bomb plant numbers in game ).
• Fix for a bug where dropping the Famas in certain points in de_dust would cause the weapon to sink into the ground.
Miscellaneous:
• Relaxing the supported video card checks:
– Display an error and exit if the card doesn’t support shader model 3, bilinear PCF sampling, or cascaded shadow mapping. (No cards are actually marked as not supporting CSM in CS:GO.) So our minimal GPU is now the NVidia 6xxx series (2005), or ATI HD 2xxx (2006) or better.)
-Actualizacion 4 May 2012
Gameplay:
• Added Classic Casual to the Find a Game options.
• Increased running inaccuracy of rifles and snipers. Lowered recoil of negev, lowered standing inaccuracy for negev. improved famas secondary burst grouping, increased ak47 recoil
• Added money bonus to knife kills.
• Bot difficulty tuned.
• Removed the grace period for defusing the bomb as it allows to many hard-to-fix exploits.
• Fixed elite cycle time to be the same as CSS
UI:
• Update to the Main Menu screen:
- Rank medals earned by the player will now be displayed underneath their name.
• Play menu screen updates: - Updates to win panel for Arms Race including: improvements to displaying the winner, animated elements, and progression icons.
• Fixed demo playback loading screen problem.
• Fixed placeholder elements on generic loading screen.
• Added timer to continue loading screen.
• Fixed assists in death messages showing up in modes other than "Classic".
• Fixed the "Next Weapon" panels not displaying properly in Arms Race before you got your first kill.
• Fixed alert text popping (position/opacity) behind the Exclamation Point graphic when the animation first comes up when the buy time has expired.
• Condensed spectator panel to minimize overlap with other hud elements.
• Removed old green tint from radar directional arrow and ring to match current HUD gray color scheme.
• Win panel can now show progress made towards stat based achievements completed that round.
• Fixed Demolition mode next weapon icons being incorrect.
• Added missing outline on incendiary grenade icon.
• When using a gamepad, the left and right shoulder button glyphs will gray out when there is no one left to spectate.
• Fix for the gun icons being too big and cutoff.
Maps:
• Added Nuke SE
• Added Inferno SE
• Dust SE
- Added overviews for radar
• Aztec SE - Added overviews for radar
• Dust - Adjusted size of buy zones for both CT and T's.
• Shorttrain - Updated radar overhead map: Removed corner sections, towers, and yellow "garbage" can from bomb planting zone.
• Train - Increased accuracy of bomb and buy zone graphical indicators on radar image.
• Inferno - Updated size and location of buy and spawns zone graphics.
• St Marc - Rescaled radar overhead map and angled the bomb zone graphic to match the actual angle of the zone.
- Adjusted color-correction settings.
• Safehouse - Adjusted color correction settings.
- Adjusted radar image scale and position.
• Italy - Adjusted buy and spawn zone graphics for CT's and T's.
- Fixed extra-large and bright light coronas in hostage area and Wine Cellar.
- Fixed a tree at Right Alley
- Made a slew of accessible areas inaccessible. Thank you, Maiho for identifying these.
- Adjusted color-correction settings.
• Aztec - Updated buy and spawn zone graphics on radar image.
• Dust 2 - Expanded and moved both the CT a T buy and spawn zones in radar image.
• Bank - Increased active game area border line weight from 1 to 2 pixels in radar.
- Adjusted color-correction settings.
- Fixed stretching polygons on the door frame at Gas Station.
- Fixed the door model at Market.
• Nuke - Adjusted spawn and buy zone graphic indicators on radar image.
• Baggage - Readjusted color-correction settings.
• Lake - Increased active game area border line weight from 1 to 2 pixels in radar.
- Adjusted color correction settings.
• Sugarcane - Updated color-correction settings.
• Office - Adjusted buy and spawn zone graphics for CT's and T's.
- Adjusted color correction settings.
- Fixed a bug where the slideshow projection would sometimes show up on the wall behind the projector wall.
Audio:
• Dsp removed from all third person footsteps and gunshots to increase directionality. In turn removed audio quality option which was mainly responsible for determining dsp level.
• Moved the distance at which weapon shots cross fade to their "distant" version further away from the player to aid in identification of weapons being used during the round.
• Third person weapon shot volume raised to aid in the identification of weapons being used during the round.
Bug Fixes:
• Fix for getting the golden knife too early in Arms Race.
• Fix for incorrectly retaining the gold knife on respawn after a suicide, team change, or killed by enemy knife.
• Regenerate the recoil tables at game mode/type start; this allows the tables to incorporate parameters from loaded convars.
• We now remove the golden knife from the player if they had it and lost a level in Arms Race.
• Fixed a bug with the HUD where the round timer stops with 0:01 left if the round ends by timeout.
• Fix for knife spawning in on the ground with you if you end the round without your secondary weapon (pistol).
• Fix for single hostage shooting penalty getting counted multiple times.
• Spectators are no longer allowed to vote.
• Fixed view model hitching after a full network update.
• Fixed a crash pertaining to death notifications.
• Fixed an assert that would happen every time a player opened a prop_dynamic door.
• Fixed potential crash in FAMAS and Glock when firing remaining burst shots when the PlayerOwner owner no longer exists.
• Fixed flash bangs showing through doors.
• Fix for losing mouse focus when directly connecting to a server.
• Fix for crash when running a dedicated server under specific linux versions/distrubutions.
• Fix for instances of "Round draw" voice over playing between matches.
• Fixed some ducking pops that would happen when toggling duck during ducking / unducking.
Miscellaneous:
• First round of mostly PC specific CSM optimizations that improve perf. on all CSM quality levels:
- Optimized the core CSM shader to use fewer ALU instructions (VERY_LOW/LOW=21% faster, MEDIUM quality level=10% faster, HIGH=8% faster).
- Coaxed the HLSL compiler to [flatten] several important conditionals it was sometimes issuing dynamic jumps for.
- The VERY_LOW and LOW quality levels use a single 3D radial lerp vs. the previous 2D+3D lerp
- VERY_LOW/LOW only use 2 world cascades vs. the previous 3. At VERY_LOW/LOW quality levels only vertexlit and phong where actually using the closest cascade (for better character self shadowing), so world shadow quality is mostly unaffected by this change.
- Also adding a bunch of CSM culling statistics (displayed at the bottom of the screen when cl_csm_debug_2d is 1).
- dust2 timedemo avg. FPS results on a NV 6800/Core2 2.4 GHz at VERY_LOW improved by 13% (higher quality settings also see an improvement).
-Actualizacion 21 May 2012
Gameplay:
• Updated weapons based on performance metrics:
- Slightly increased the damage for the fiveseven to keep it on par with other pistols.
- Lowered the max width of the recoil patterns for the MG's to make them better for their price point.
- Lowered the spread on the Negev to be more in line with the m249.
• Improvements have been made to burst fire and tapping.
• Added player spawns to all maps to support up to 30 players.
• Player spawns are now randomly selected from a prioritized list of spawn locations in order to better support more players per map.
• Adjusted bot behavior to fix the “antline” looking behavior.
• Added support for server operators to specify tick rate with the –tickrate parameter.
• Physics simulation tick rate now set to be the same as the game tick interval.
• Bullet tracers have had improvements made to speed, visual effect, and frequency.
• Chickens added to Inferno
UI
• The Server Browser sorts Favorites and Lan tabs by ping rather than Tags.
• The radar will no longer display an ‘X’ for dying players when they are not within sight of the player or player’s teammate.
• Weapons with a burst mode will now show which state the gun is in on the ammo panel.
• Input device is now locked to whatever device launched the game session.
• Updated the Kevlar and Kevlar + Helmet buy menu images.
• Updated the Domination icons.
Audio
• Footsteps update position more often by shifting position determination to client side entity tracking.
• Tuned ambient sounds in most maps
Bug Fixes
• Fixed a bug with individual pistol round-based achievements. They can only be earned in Classic game mode now.
• Fix for changing video settings while in game sometimes causing a deadlock.
• Added a popup message triggered when a player attempts to initiate a vote on a server with voting disable.
• Fixed bug where player's nav area would be reported as being on the floor below them causing the radar location to be displayed incorrectly.
• Fixed several UI related crash issues.
• Third party map and SE map names no longer display in the scoreboard with the #SFUI_MAP localization token.
-Actualizacion 23 Mar 2012
• Fixed server crash when total number of player reaches 64
• Fixed issue with mouse cursor becoming non-visible after launching a game via the server browser
• Fixed UI crashes related to more than 10 players in a game
-Actualizacion 12 Jun 2012
Gameplay
• Bot difficulty has been adjusted. They should be a bit easier now.
Dedicated Servers:
• Added support for overriding values in gamemodes.txt via gamemodes_server.txt
- See csgo/gamemodes_server.txt.example for instructions on how to modify it and define your own map groups.
• Added support for map sidecar files, which allow mappers to distribute map-specific gamemodes.txt variables in a separate file. - See csgo/maps/de_dust_se.kv as an example.
• Fixed mp_timelimit not working properly when mp_maxrounds was set to 0.
UI
• net_graph has several changes that will allow players to better see values they (or the server operator) have configured incorrectly.
- The most important difference is that the game tick rate is now shown in the bottom left, which is where “sv:” (server fps) used to be. Server fps is not really a useful metric for players except when it is below the tick rate (indicating the server is overloaded). Server FPS above the tick rate is meaningless.
- The cl_updaterate and cl_cmdrate rate are now labeled as “up:” and “cmd:”, respectively. There is now color coding added to some of the values to indicate out of band values. If cmdrate or updaterate are set above the tick rate (requires a server operator to override the sv_maxcmdrate and sv_maxupdaterate), these values are shown in red. For optimal play experience, these values should match the server tick rate, which is the default behavior unless a server operator has overridden convars.
- Fixed formatting so that the right aligned values are correctly aligned and text doesn’t shift and jump as displayed values change.
• A banner element has been added to the Match Scoreboard to better convey Win, Lose, and Draw match results.
• Hint text has been added to the bottom of the Loading screen.
• Updated the Armor icon next to the Armor meter to include the Helmet when purchased.
• Updated the dominated/dominating/revenge icons for freeze panel, mini-scoreboard, and death notices.
• Updates to the Arms Race UI: - Now when someone reaches the Gold Knife level, the HUD shows a message in the chat text, displays an alert, and plays a sound effect.
- The scoreboard now displays the winner of the Arms Race match.
- The Arms Race weapon progression HUD element in the lower right now properly displays the data for the person you are spectating.
• In Casual and Competitive modes, the weapon inventory in the lower right of the HUD displays the spectated player’s information now.
• Voting UI updates: - Fixed the panel going away right after you cast a vote or saw a vote be cast as a client.
- The vote panel has been made smaller and positioned so it doesn't cover other UI elements.
- After you cast a vote, the game no longer shows the text instructing you to press F1/F2 to vote.
- The Vote to Surrender option has been removed. Voting to Restart serves the same purpose.
- When an attempt to vote fails because it had already failed recently, the error message is now more descriptive about what's going on.
- If a player casts a vote when another vote is already in progress, they get a message letting them know.
- If there are no players or maps that can be voted on when you try to cast a vote, those categories are disabled in the UI.
- The vote panel now animates.
- Added the proper sounds to the voting events.
- A fix was made to a vote you cast in a single player game automatically failing.
- Fixed the map you are currently playing displaying in the vote UI as "undefined".
- Updated the size, look and translucency of the vote panel.
- Added the ability to change the next map in the map list which overrides the next map in the mapgroup.
- Changed the text, "Restart the map?" to "Restart the match?"
- Voting for the same map you are playing as the next map will extend it and just restart the map instead of loading.
- Fixed voting panel displaying during the freeze cam screenshot.
- Fixed votes for a certain category failing if they had failed previously but had a different subcategory (for example, a vote failed for kicking player A wouldn't let anyone vote to kick player
• Added a slider to the options menus that allow user to see and edit the numeric value directly.
• Removed the Random mapgroup choice from multiplayer Find a Game screen.
• Various improvements have been made to the loading screen to improve the layout.
• Changed the default bot difficulty option in the Offline with Bots screen to be "Easy" instead of "No Bots".
Maps
• Shoots
- Fixed some vphysics console error spew by turning off collision on static props that don't have or don't need collision.
• Baggage - Moved some fill lights out a bit from the wall to reduce highlight intensity.
- Fixed some prop fading glitches.
• Dust - Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
- Set static props with no physics hull to non-solid.
• Dust 2 - Added clip brush to a crate at B that fixes an issue with the player getting stuck and dying.
- Fixed the misaligned Humvee windows near CT spawn.
• Inferno - Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
- Fixed some red console spew with static props without physics.
• Train - Fixed a spawn point at T spawn that was intersecting a pillar.
• Lake - Fixed a number of lighting issues.
• Office - Fixed an error message regarding the slide show projection.
• Safehouse - Fixed hard to see into entry way from back porch on the T side.
- The bush prop is now placed against the wall on the T side of the house.
- Fixed a hole that went through to the skybox creating a bright blue spot under the CT side porch next to the stairs.
• St Marc - Removed certain phys props.
- Fixed a number of bad fade distances for cover props.
- Turned some phys props to static props.
- Fixed some bad fades on overlays.
- Fixed z-fighting in fence.
• Nuke - Moved the forklift and added clip brushes to prevent collision issues.
- Added clips to the blue beams in lobby room.
• Sugarcane - Turned a number of phys props to static.
- Deleted certain phys props.
- Fixed a few bad fade distances.
Audio
• Fix for the ding sound not playing consistently when a new weapon is earned in Arms Race.
• Updated the bomb planting sounds.
• Updated the helmet hit sounds.
• Adjusted hostage pain reaction voice overs.
Effects
• Some minor optimizations to the explosion effects that may help sorting a little bit.
• A few more minor optimizations for the explosions.
Bug Fixes
• Fixed a bug in initializing a dedicated server.
• Fixed a bug with the ‘Expert Marksman’ achievement.
• Fixed the ‘Primer’ achievement not awarding properly.
• Adjusted the weapon achievements award criteria to more suitable kill counts.
• Changed Game Mode based achievement restrictions. All achievements can now be earned in Arms Race game mode and Arms Race-specific achievements are restricted in other game modes.
• Fixed ‘Cold War’ achievement only being awarded to the Terrorist team.
• Fixed ‘Wild Gooseman’ Chase achievement.
• Fixed incorrect description for ‘Street Fighter’ achievement.
• Fixed ‘Dead Shepherd’ achievement not getting awarded.
• Fix for spectating your killer by default after freezecam/deathcam – camera will now follow a controllable bot first if applicable.
• Fixed 'Magic Bullet' achievement.
• Felicitous Fun Fact Fixes
- Fixed "A former player" shown occasionally.
- Adjusted requirements for many fun facts so they no longer show when inappropriate (e.g. "most kills with 1 kills")
- Tweaked parameters in order to provide more interesting funfacts.
- Require team elimination for fun facts mentioning eliminating the enemy team.
• Fixed a case where a bot damages a victim and then a player takes over that bot and kills the victim and the death message shows the bot controlling player as the assister and the killer.
• Fix for the hitch just before the Gold Knife kill in Arms Race matches.
• Removed the display of the crosshair when the C4 is equipped.
• Fixed error in grenade throw angle calculation.
• Fixed main menu medals disappearing after returning to menu from a game.
• Fix for losing mouse cursor after joining a game with Community server browser.
• Fixed crashes/errors related to more than 10 players.
• Fixed a bug where the taser had no reticule.
• Fixed a rare crash in the weapon selection UI.
• Fixed some weapons in the UI not showing properly when you were the first player to join a server and it immediately restarted.
• Fixed not being able to pick up the C4 if you have a grenade in your inventory.
• Fix for the defuse kit icon displaying on the HUD of a T.
• Fixed the Warmup panel showing ‘%s1’ at the start of a match.
• Fixed medal ranks on the scoreboard not going away in a player slot when that bot or player has left the game.
• Fixed the "next weapon" element showing if you were spectating at the end of a round in a non-Arms Race match.
-Actualizacion 14 Jun 2012
• Fixed missing bot chatter
• Fixed de_dust2_se.kv models
• Activated Play with Friends
Known issues with Play With Friends
- Private/public doesn’t seem to do anything.
- Invite item is disabled in pause menu but still possible from steam.
- Can’t invite players into lobby that aren’t already in the game. They will load the game but not be in the lobby, you will need to invite them again.
-Actualizacion 10 Ago 2012
Gameplay:
• Update to bot aiming system. Players should see a substantial decrease in the ability of bots to get perfect shots on moving targets, especially at lower difficulty levels. Bots now can react poorly (or well) to enemies that are dodging/strafing, and also must now account for their own movement while shooting.
• Moved the setting of maxplayer from maps to modes in gamemodes.txt.
• Increased Casual money rewards, per Beta feedback.
• The difficulty of the upper tier bots has been increased.
• Updating movement values to community vetted numbers. Thanks Wombo!
Weapons:
• The max penetration distance has been increased to 7.5 feet.
• Increased recoil of the AK-47.
• Slightly lowered recoil and increased accuracy of the Famas.
• Increased armor penetration and increased damage of the MP7.
• Increased damage and increased movement speed of the SSG08.
• Decreased accuracy of the Tec-9.
• Increased damage of the UMP45.
• Fixed the “quick switch exploit” that allowed players to bypass slow weapon cycle times by switching weapons.
• Increased the duration of the AWP deploy animation to 1.25 seconds.
• Reduced the strength of the flashbang.
• Berettas no longer shift horizontally when their accuracy changes.
• The SSG08 texture has been updated.
• Added rumble effect to knife.
• Fixed grenades becoming stuck on players or inside them when thrown from within a player volume.
• Changed grenades to bounce more realistically off of players.
• Players should no longer be able to boost off of grenades.
• Reduced the opacity core radius for player standing inside a smoke grenade.
Animations:
• Updated the AWP viewmodel firing animation. This was inspired by community feedback that suggested more towards-the-viewer recoil and less vertical recoil.
• Added some recoil to the SSG08 rifle viewmodel firing animation.
• Updated the 3rd person CT firing pose for SSG08. This fixes major shoulder and elbow popping, minor forearm popping on transition between firing and idle while crouched.
• Updated the following viewmodel firing animations:
-- Berettas
-- AK-47
-- M4A4
-- Desert Eagle
-- Galil AR
UI:
• Added full screen windowed mode to video options.
• Removed Quick Match from the Play Menu.
• Updates have been made to the Vote UI:
-- The vote thumbs and counts now also display on the vote result, so you get a summary of why it passed or failed.
-- Now when a vote fails because it was cast recently, we show that warning message before we would show the failure for an individual voter recently casting a failed vote.
-- Fixed the result numbers sometimes not showing the very last vote that caused it to succeed or fail.
-- The player list is now scrollable when there are more than 10 selectable players.
-- Added a new convar - "sv_arms_race_vote_to_restart_disallowed_after" that should be set to the weapon level after which no restart match vote will be accepted. This convar is currently set in GameModes.txt for each of the modes of play, and is set so that a vote to restart will work until someone reaches the knife level.
• Updated the text for the Loading screen hints.
• Updated weapon grind achievement descriptions to match their new values.
• Now when you drop a weapon voluntarily, a message pops up letting you know it was dropped.
• A message stating you cannot drop an item will now display when you try to drop non-droppable items.
• Armor and helmet icons have been updated.
• Updated the hit area for menu buttons that prevents the buttons from flickering between up and over states when cursor is near the left edge of the button.
• Updates have been made to the Warmup panel:
-- The Warmup panel never comes up if it doesn't have a value to fill out the number.
-- The Warmup panel now properly clears when the UI clears it, so it knows to come back up again when necessary.
• Offline with Bots match set up screen now uses different icons for "Random" map groups based on the chosen game mode (Arms Race, Demolition or Classic).
• Updated the Options menu to use wider text fields.
• Updated the T icon.
• Update to the options screen slider control:
-- You can now double click the box to select the whole number string.
-- You can now put your cursor in the middle of a block of numbers to start editing it in the middle.
-- When you are sliding the bar, the number will update as expected.
-- Improved the highlight in the Achievements screen.
-- Added ability to page through the categories in the Achievements screen using Page Up and Page Down keys.
• Scoreboard improvements:
-- Updated the Win Banner to be more in line with rest of UI.
-- Added highlight for player selecting.
-- Added mute icon.
-- Added a Team Switch icon.
-- Generalized the "dead" visual state in the scoreboard so the row is dimmed regardless of whatever other states that player is in (previously it wouldn't dim if for example, you were also dominating that player and they were dead)
-- Updated the Vote panel UI to use checkbox/x iconography instead of the thumbs up/down.
-- The radar maps were updated for the SE versions of Aztec, Dust 2 and Nuke.
-- The Terrorist Buy Zone indicator on the radar image for Dust2 and Dust2 SE has been updated.
-- The opening upfront movie art has been updated.
-- Added a Join Game Button to the Play With Friends Lobby.
-- Increased the font size on Vote result panel.
-- Brightened the player outline in the Mini-Scoreboard.
-- The Match Set Up screen now hides the arrows in the map navigation panel when the current game mode includes maps or map groups with only one map.
-- Fixed issues with the Recently Unlocked Awards.
-- The Recently Unlocked Awards panel now uses a time window (currently 5 days) to determine which Achievements to display.
-- “Screen Resize” is now labeled as “HUD Resize” in the Advanced Video Settings screen.
-- Fullscreen menu screens now have animating background and foreground elements.
-- The ‘Team Full’ messages on the Choose Team screen now display longer.
-- Spectators will no longer see “Your Team Lost” in the Scoreboard.
-- Radio commands are now updated for the new audio commands.
-- Overhead alert icon is brighter, a bit more saturated and easier to see.
-- Removed "Play Distance" option from the menu and replaced it with HUD scaling bar and viewmodel display position default.
-- Added a key bind to ‘Start a Vote’.
-- Moved Viewmodel settings to the Game Settings menu.
-- Removed delay on death notices.
-- Updated colors and bg for readability.
-- Increased number of death notices to seven total and made them stick around a tad longer.
-- Increased the number of characters before truncating in the death message.
-- Player clan name is now shown in the death message and id's panels.
-- Updated Achievement chat colors to current scheme.
-- Tweaked death message colors again to bring them closer in line with others.
• Scoreboard update
-- Now accommodates 24 players.
-- Scoreboard no longer hides all other UI elements.
-- Fixed Z order for a variety of panels which now allows the chat to draw on top of the scoreboard.
-- MVP stars are now broken out in the scoreboard.
-- Added ping column.
-- Added dollar signs to the scoreboard elements that are represented in dollars.
-- Fixed other players showing your local clan tag on their target id name.
-- The server name now shows in the scoreboard.
-- Showing Elo brackets in scoreboard for casual mode.
-- Added Cost per Kill column to the scoreboard.
• Added Community Quick-Play button to PLAY sub menu.
• Made HUD team color adjustments to make them more uniform.
• Created an additional function to set team colors for "additive" drawing because different HUD elements used the same color values, but rendered them differently.
• Fixed the chat panel to more-or-less match the position of the voice/info panel.
• Added the Community Server Browser to the Ingame menu under the title "Browse Community Servers"
• Added a content warning message before displaying Server Browser.
• Chat UI update:
-- Made the in-game chat window smaller.
-- Fixed the scroll bar on the ingame chat.
-- Chat input UI now makes a sound when too many characters have been typed.
-- Updated the max number of characters to be1024.
-- Allow numpad ENTER key to close the chat window.
• Added keybindings to ‘Autobuy’ and ‘Rebuy Previou’s.
• Shortened binding label “ESCAPE” to “ESC”.
• Added keybinding to buy menu's 'CLOSE'.
• Added the ‘Dust Mission’ to the match set up carousel.
• The mini scoreboard now supports more than 10 players.
• The mini scoreboard now uses the server's num players instead of being hard coded.
• Modified scrollable player/map list in "Call Vote" panel.
• Made scrolling thumbs bigger.
• Modified scrollbar buttons to be more like standard buttons.
• Update to Choose Team screen:
-- Screen can now show up to 24 players.
-- Added names to the avatars on the team select screen.
• Fixed the radio panel to position correctly under the money panel again, but will never overlap the health panel regardless of screen res or safezone settings.
Maps:
• A collision model update has been made to props on all maps.
• Aztec
-- Reduced foliage prop popping.
-- Refined area for the bomb zone area graphic indicators on the radar map.
-- Added collision at the bombsite to prevent bomb falling into a crack in the geometry.
-- Fixed some terrain seams near bomb site B.
-- The planking on scaffolding has been moved so it is no longer a navigation hazard. A physics clip has been added to the upper planks to prevent bomb from being trapped there.
-- The Nav mesh has been updated.
-- Clipped off microledge on T side of double doors.
• Shoots
-- Adjusted collision to allow players to jump cleanly thru windows.
-- Clipped the space behind sandbags on center platform.
• Baggage
-- Moved spawn points back against wall to help prevent spawn camping.
-- Allowed for random spawning between all 20 possible spawn locations.
-- Removed a floating bottle prop.
• Dust
-- Fixed a tight collision spot above the van in the tunnel.
-- Updated the pillar model.
• Dust 2
-- "Tunnel Stairs" is now “Long Doors”
-- Refined Radar Map Bomb sites A and B image locators.
-- Fixed a collision problem at the scaffolding by bombsite A.
-- Updated the pillar model.
-- Extended fade distance on mid-barrels to prevent double door snipers from seeing through them. Thanks, VeryGames.
• Bank
-- Players can now crouch jump through the drive thru window of the bank building.
-- Bullet decals now work on the interior surfaces of the safe.
• Inferno
-- Fixed a bug where a tree was growing out of a trash pile texture near Logs.
-- Fixed a bug where a Bot with the bomb is unable to get out of the fountain at bombsite B.
• Italy
-- Tuned the Nav mesh. Fixed several jump-over-fence issues and the big issue with bots not navigating down from the hostage balcony.
-- Changed Italy wine pallet collision type to cardboard.
• Office
-- Fixed the harsh lighting glitch in Garage near Back Way.
-- Fixed the Bots getting stuck when traveling over counter tops.
-- Moved the ashtray back into a corner which should fix an issue with the hostages getting stuck when exiting the building.
• Nuke
-- Updated the language on the radiation warning signs. Changed 'radioactiv' to 'radioaktiv!' and 'Kein Zutritt' to 'Kein Zutritt!'
-- Updated the Forklift prop.
• Train
-- Fixed some missing ladder Nav areas to help bots climb up on ends of flatcars.
-- Added new ladders to sides of bombsite train cars, adjusted biohazard straps to not be in the way of the middle of the cars. The bomb should now be plantable and defusable in the middle of each car.
• Shorttrain
-- Cleaned up Nav mesh. Deleted orphan areas, fixed bad jumps, fixed stale Nav mesh over missing geometry, and made tops of trains "avoid" areas.
-- Fixed a bomb placement bug on shorttrain.
-- Added ladders to the middle of each side of the flatcars, added ladder markup, and moved struts out of the way.
-- Fixed weird geometry that was floating in mid-air on the flatcar model.
Audio:
• New Voice Overs added for Terrorist and Counter-Terrorist units.
• Fixed the looping ambience for Lake.
• Players grabbing a hostage, planting a bomb, defusing a bomb, and players close to a bomb that is about to explode now all say something over the radio informing their team of what's happening.
• Player now brags over the radio when he's dominating someone.
• Players now cheers over the radio when the win scoreboard is up when the match is won by his team.
• Fixed a bug in the exponential panning mode.
• Added snd_headphone_pan_mode and snd_speaker_pan_mode convars that specify using 0 = exponential, 1 = equal power, 2 = GoldSrc (trigonometric) for both headphone and speaker monitoring situations. This differentiation is important for setting system defaults and we may even consider differentiating surround circumstances as the speaker positioning does.
• Split front/rear speaker position options for stereo versus surround. In CS:GO, stereo speaker configurations are going to want the broadest range of positional data, whereas surround systems should default to 45 degree corners, which gives both resolution and sensitivity. Adding these was largely so we can supply the best default settings possible.
• Default panning method is now based (again) on an exponential curve but with an adjusted 1.22 exponent. This not only makes for less inter-speaker blurring but was determined to be the flattest xfade response in decibel level testing. Equal power remains as an option.
• New convar options have reasonable doc strings.
• Added snd_speaker/headphone_pan_radial_weight, which applies the "GldSrc" stil cosine weighting but weighted by this float convar. this allows for 1.6 style side weighting but with the exponential center weight allowed by exponential mode.
• Removed all dsp from first person weapon sounds.
• Added burn damage sound entry start operator to block subsequent damage sound for 1.0 seconds.
• Crossfade from "near" gunfire to "distant" gunfire is now smooth, fixing the bug wherein distant sounds first got quieter then louder the further they were from the listener
-- Added exponential function to the "near" / "distant" crossfade operators.
-- "distant" weapon fire mix group has been increased significantly to offset the reduction in decibel levels.
• Added "pow" function to math operator to facilitate non-linear crossfades in operator stacks.
• Added a parameter that discounts "player sound" status when determining the distance of a sound that is currently hardcoded into the operators system ("source 1" legacy).. "force_not_player_sound"
• Changed all of the new sounds spatialization options to use the following denial test if(sv.IsActive() && !sv_cheats.GetBool())
-- This prevents players from changing their settings during a non-cheat enabled game but allows them to tweak them during a cheat enabled game.
• Fixed a bug that was always playing the AK47 sounds from the same location
• Famas - lengthened sound to smooth the 3 shot burst
• Small edit to the ak47_shoot, rate at beginning of wave lengthened and pitch slightly lowered in this area as well.
• Re-authored the footsteps to increase clarity and remove mush, they are also louder and now more distinct within the world.
Effects
• Fixed a bug with the weapon shell eject effect. The highest-quality level of the effect (which usually accounted for the first three shots fired in a sequence) was using some complicated stuff for the shell bounce that was inadvertently sending the shell flying off in wrong directions at high velocities. The bug was observed on the AUG (rifle shell), but was also present on several other types of shell ejects.
• A bunch of hit impact effects have had some of their previous POW restored.
• Blood impacts are less randomly angled and more obvious overall now.
• Updated tracers speeds.
• r_drawtracers_firstperson is now visible and archived and fixed.
• Smoke grenade effect now has reduced draw order issues.
• Smoke grenade effect no longer has a great disparity between the screen fog effect and the world fog sprites.
• Reduced the length of time the particle smoke/dust lasts after an HE grenade explodes.
• C4 explosions now have a core explosion that happens right at the bomb itself (so it doesn't look odd when you are spectating or defusing it when it goes off)
• Spectators and observers now have a significant reduction in flashbang effect done to them.
General Bug Fixes:
• Fixed player interrupting another player defusing the bomb by walking in front of them.
• Fixed player names running too long in the call vote kick player panel.
• Fixed a bug in Arms Race where switching teams put a bot in the Spectator team.
• The G3SG1 model now has the safety switch set to 'F'.
• The Galil AR model no longer has the light burn on the side plate.
• Fixed issue that let the player crouch and slide around with C4.
• Fixed the penetration code checking a minimum distance of 2 feet after the first impact for the next impact to happen (this fixes surfaces getting ignored if the first wall penetrated was less than 2 feet think - which is pretty common)
-- The material blockbullets_cs now completely blocks bullets regardless of penetration.
-- Maximum penetration distance has been reduced from 10.6 feet to 4 feet.
• Fixed a bug in Demolition mode where bonus grenade rewards were being called out as achieved but not always given.
• Fix for bug where a spectated player with the AUG/SSG zooms in, the spectator sees the muzzle of the weapon.
• Fix for z-fighting on Phoenix arms at the wrist on the left side that occurs when carrying the knife and looking directly upwards.
• Fixed the radio "!" showing up above your own head when you issued a radio command - still shows over other players/bots heads.
-- Adjusted color of the overhead "!" radio icon to match the HUD scheme.
• Restricting 'The Cleaner' and 'Ballistic' achievements to classic mode. Updated description strings to reflect that.
• Restricting 'Friendly Firearms' achievement to classic modes.
• Restricting 'Base Scamper' to Arms Race mode.
• Fixed incorrect Arms Race achievement descriptions.
• Fixed a message displaying that you can't plant bomb if you had the C4 selected and used anything (door, etc).
• Fixed the C4 button press beeps continuing to play if you started arming the bomb and got killed.
• Fixed the bad max value for zoom sensitivity in the options screen.
• Removed the custom bind for the Zeus in the options screen. Moved knife/Zeus bind down with the rest of the specific item binds.
• Warmup mode will no longer happen in an offline match now.
• The game won’t ignore spectators when deciding to end the Warmup round.
• Fixed the Demolition gun progression panel not showing up if you were controlling a bot at the end of the round. Also fixed the progress displaying incorrectly.
• Clicking on the slider bars in the options screens will now change the slider value as expected.
• Fixed a button/popup conflict occurring upon selecting "Restore Defaults" option.
• Fixed the audio reset option not persisting.
• Fixed a bug where exiting the video settings screen applies your changes even if you click "no".
• Fixed a bug where mouse dragging on an option menu slide control resulted in the control being highlighted but not responding to left and right keyboard commands.
• Fixed a bug where it was impossible to apply settings changes in options menus using controller.
• Fix for first person view weapon not showing up when spectating in Arms Race.
• Fix for Safehouse and Shorttrain Map Veteran Medals not working.
• Fixed revenge count achievement not progressing in Demolition mode.
• Fixed a case where the Arms Race message, "Alert - You are the new leader" was displaying in Demolition mode.
• Fix for the Friendly Firearms Achievement being unattainable. It could not be unlocked if the weapon was not purchased that round. Now the game tracks the prior team ownership when a weapon is dropped. This enables the game to know if a weapon was ever owned by a given team. This value is now used to determine if and when a kill is made with a weapon that once belonged to the killed player's team.
• Fix for friendly fire messages not including the (BOT) prefix.
• Arms Race now shows the correct next weapon when you start a new game.
• Fixed case where if your vote failed previously, you wouldn’t get the vote button strings on the next vote cast by another player.
• Fixed potential bug where some players wouldn't get a voting dialog panel when others cast a vote.
• Fixed the Taser range to target indicator where the reticule changing from Green to Red didn’t match the actual range of the Taser.
• Fixed losing mouse focus when in the Achievements menu while a map change occurs.
• Fixed the Radar line of sight being unaffected by doors.
• Fixed the player being unable to see the radar icon for the bomb they dropped if they took over a bot.
• When scrambling teams during Demolition Mode gameplay, we now reset the game data when the round restarts.
• Fixed third person weapons not animating.
• A fix was made to ensure the [E] Takeover Bot navigation hint is not displayed on the spectator menu inappropriately. It was shown when you changed teams mid round, even though you couldn't actually take over the bot.
• Fixed a performance issue caused by changelevel being invoked twice after a change level vote.
• Fixed a crash that would allow a server operator to crash clients with bad vote commands.
• Fix for the vote UI not sorting to the background when the user opens the buy menu.
• Fix for the Call Vote popup disabling the Left and Right arrow keys.
• Fix for the Voting UI putting mouse focus back to the game while team select screen is open.
• Fix for not being able to vote while the achievements screen is up.
• Fix for a scenario where stepping into molotov fire sometimes turns the screen black. Reduced opacity of screen-space smoke effect at the molotov's core from 1.0 to 0.75.
-- Also removed some extraneous tings from the molotov explosion and reduced the lifetime on the molotov inferno's embers, which were artificially enlarging the effect's bounding box.
• Fix for bound key picking the wrong grenade.
• Dropped weapons fly slightly more upwards when thrown from a dead player
• Fix for some MVP issues. The game still disallows controlled bots being the MVP, but players are allowed to be chosen MVP. This fix displays the player name correctly as well as allowing players to be selected even if they've taken over a bot.
-- This also fixes Top Kills being broken when you take over a bot.
• Hostages break glass that they touch now. This fixes hostages in cs_office getting stuck trying to run through the big panes of glass sometimes.
• Tightened tolerance for CSBots to defuse the bomb. Fixes edge cases where bots think they are close enough to defuse, but are not so they stand there like zombies.
• Fixed the ragdoll force being too high.
• Fixed the Buy Menu inventory not being populated or correct when you first open the buy menu.
• Fixed the preview panel in the Buy Menu not showing preview data (can buy, owned, etc)
• Disallowing five achievements in Arms Race because they did not make sense or were too easy to unlock for that game mode.
• Fixed a bug where your inventory display wouldn't get updated properly in some cases when you took over a bot.
• Fixed a bug where a bot was issuing the wrong radio commands after the new radio code implementation.
• The game will no longer show a "Game Commencing" message when the game starts.
• Fixed a bug where last known nav area could stay permanently NULL due to a bad traceline on displacement terrain. We now trace from the player's WorldSpaceCenter() downwards instead of their GetAbsOrigin() (their feet).
• Fixed bug with CNavMesh::GetNavArea() that would return NULL if a nav area was below the ground at all. It now allows for StepHeight (18 unit) tolerance below ground. This was causing CSBots to sometimes go "zombie" and stop moving, particularly at spawn at round restart.
• The game no longer shows "Rounds Left" in the scoreboard when playing Arms Race.
• Fixed the game mode label having a " - " in the Scoreboard.
• Fix for bug in de_train where shooting while strafing + crouching on the green dumpster prop causes unintended behavior.
• Fix for errors and warnings console spew in de_inferno.
• Fix a race condition in the main menu animation if you enter a submenu and immediately cancel out of it while the main menu is still closing
• Fixed case where the earned Achievements in the Win Panel wouldn’t clear their images so if you earned multiple Achievements in one round and only one in the next, the ones you earned in the last round would still show on the panel.
• Fixed a memory overrun when a second controller was connected.
• Fixed 'One Shot One Kill' awarding based on second bullet kills.
• Changed 'Medalist' to award after 100 medals instead of requiring 100% completion.
• Fix for a bug where pulling the network cable on your PC while ingame eventually triggers Steam signout, taking you back to the main menu.
• Fixed issue where we were displaying the raw map name before transitioning to it when the match ended. This was also fixed in the vote panel.
• Fixed HE Grenade/ molotov not recording kill stats.