DAMAGE PREDICTION
- Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
- Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
- Damage prediction is not active when you have high ping.
ANIMATION
- Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
- Fixed a case where legs weren't animating correctly while taking damage.
GRAPHICS
- Added ambient occlusion for first person legs to better ground them in the environment.
- Performance optimizations for molotov and incendiary effects.
GRENADES
- Added axis labels to the grenade line-up reticle tick marks.
- The grenade preview camera now shows the result of a jump throw while the jump button is held.
MAP GUIDES
- Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
- Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
MISC
- New game settings for radar map blending and background opacity.
- Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
- Fixed a regression with Chinese input via the Microsoft Input Methods.
- CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
- Charm Template number is now available in Charm descriptions.
MAPS
Train
- Added Train to Competitive, Casual, and Deathmatch modes.
Community Maps
- Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
- Added Palais and Whistle to Wingman mode.
- Removed Thera, Mills, Assembly, and Memento from all game modes.
Ancient
- Fixed some lighting errors.
- Fixed some collision gaps.
- Fixed some bad wall bang spots.
- Fixed a stuck spot.
Italy
- Fixed some bad boost spots.
Mirage
- Fixed a pixel peek.
Overpass
- Visual updates to canals area and B-site.
- Rework of heaven drop down mechanics.
- Performance improvements, particularly in canals area and B-site.
- Added a sign that blocks a bad line of sight from long boost to CT spawn.
- Removed small fence at the edge of party/picnic that interfered with visibility to train station.
- Removed some geometry under wrecked truck that looked like player legs.
- Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
- Deleted a tree that interfered with a line of sight.
- Moved one of the crate lids on A-site to block a bad line of sight.
- Removed some lamps that could look like player heads at A-site.
- Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
- Removed a chain link fence in alley that made players hard to see.
- Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
- Made shelf in heaven look less like a player.
- Adjusted props and lights in heaven to reduce noise and make players brighter.
- Removed handcart behind barrels at B-site so players can back into the corner.
- Adjusted collision around barrels for better player movement.
- Added light behind barrels for better player visibility.
- Fixed weird collision on barrel that made for inconsistent wall bangs.
- Fixed bad graffiti rendering at B-site.
- Removed concrete block behind the cement bags at B-site for less awkward player movement.
- Set many smaller props to exclude player movement and grenade bounces.
- Fixed some pixel peeks.
- Small visual updates throughout the map.
Shoots
- Performance improvements in some areas.
Update 14/11/2024: Train ya está aquí
train overpass tuscan...
podrian meter todos los mapas y ya esta
en el lol hay 500 pjs y solo 5 bans
Creo que es hora de quitar Vertigo. Siempre me ha gustado mucho pero los últimos cambios en A site para mí han destrozado el mapa. No sé si destrozado pero desde luego es una de las primeras veces que veo que Valve hace un cambio importante en un mapa y funciona mucho peor que antes. Desde esos últimos cambios, que no solucionan ninguno de los problemas que el mapa pudiera tener, el pickrate se ha ido a tomar por culo y para mí las partidas en el mapa han empeorado una barbaridad. No sé qué querían conseguir.
En cuanto a Train, ahora estaréis muy nostálgicos pero en csgo tenía unos pickrates muy bajos de cara al final de su vida en faceit. Me apetece verlo más a nivel profesional que jugarlo, porque yo lo que recuerdo es un spawnfest tremendo donde la mitad de las rondas son rushes pop y A main con ochenta flashes y ver quién llega primero a electric y la otra mitad son cuarenta tipos tirando smoke b lower y flasheando ochenta veces para plantar en B.
Otra decisión ridícula que ha tomado Valve es hacer ese remake detallado de Overpass y sacarlo del map pool. Espero que tengan idea de quitar dust 2 de nuevo para reintroducirlo más tarde con los cambios que consideren, porque si no, ya me dirás...
#21 Le han metido un parche bueno a overpass con el parche de ahora, no me extrañaria que sea para meterlo despues del major en el map pool
#22 Ni me había fijado en el changelog! Pues qué buena noticia. Puede ser el mejor map pool (para mí) de los últimos años de CS, overpass tiene que estar sí o sí.