Re: Counter-Strike: Global Offensive Update Released

#51
Release Notes 10 NOV 2015 -

[SOUND]
– Increased fidelity and weight of jump land sound.
– Landing sounds now play an additional sound depending on the surface.
– 3rd person footsteps are now slightly louder in relation to weapon sounds for increased positional clarity. (Further volume compression may be possible by enabling “sound normalization,” “volume equalization,” or a similar setting in your audio playback device properties)
– New surface footstep sounds to reduce repetition and phasing as well as increasing listenability and positional clarity.
— Concrete
— Wood
— Rubber
— Snow
— Glass
— Grass
— Mud
— Dirt
— Solid Metal
— Metal Grate
— Metal Chainlink
– Fixed a bug where give_ammo sound was playing for every shotgun shell insertion animation.
– Minor volume mix adjustments
– (Note: For players using virtual surround sound, please be sure to set the audio settings in CSGO to 5.1 speakers.)

[MISC]
– Awp now always un-zooms during reload animation
– Misc player animation CPU performance optimizations
– Overview icons can now be scaled with the convar mapoverview_icon_scale

[STEAM CONTROLLER]
– Game now requires Steam Client to be updated as of Oct 14 2015 or later.
– Added native support for the Steam Controller

[ DEDICATED SERVERS ]
– Added concommand sv_setsteamaccount to specify Game Server Login Token. To create a GSLT go to
http://steamcommunity.com/dev/managegameservers

Re: Counter-Strike: Global Offensive Update Released

#53
Release Notes for 8/12/2015


[WINTER UPDATE]
– Slight adjustments to Holiday Cheer.
– Gifts are now available for purchase. Gift leaderboards will be displayed until January 15th.
– Added the Revolver Case.
– Added several new community sticker capsules, currently available as offers.
– Added Service Medals for 2016. Players achieving Global General rank after December 31st will receive the new year’s medal.

[R8 REVOLVER]
– Added a new secondary weapon, the R8 Revolver, which occupies the Desert Eagle loadout slot.

[GAMEPLAY]
– In Competitive Matchmaking times are now 1:55 and 0:40 for round and C4, respectively. These are also the new times for CSGO Major Championships.
– Adjusted recovery time on the AK47, M4A4, and M4A1-S assault rifles to reduce the range at which spraying is preferable to tapping/bursting.
– Increased move inaccuracy on pistols: Elites, Fiveseven, Glock, P2000, P250, Tec9, USP, CZ75a.
– Added team timeouts to Competitive Matchmaking, which can be called with a vote. Default is 60 seconds, set by mp_team_timeout_time.

[KILLER REPLAY]
– Added new Killer Replay to Casual and Demolition modes. GOTV must be active on the server to enable the feature.
– Menu option Help/Options->Game Settings->Automatic Killer Replay will turn replay off.
– Several convars are available to customize the Killer Replay. Search for ‘replay’ in the console for a complete list.

[COMMUNITY]
– Game servers and GOTV relays not logged in to a persistent game server account with a Game Server Login Token (GSLT) will only allow clients to connect from the same LAN.
– Community servers can now be only connected by their real public IP or their internal RFC1918 address.
– To create a GSLT, visit the GSLT creation utility here: http://steamcommunity.com/dev/managegameservers
– Each GSLT is restricted for use on one dedicated server instance only, and should be passed on command line with +sv_setsteamaccount THISGSLTHERE -net_port_try 1
– Added an option to report servers for misrepresenting players’ inventory and/or rank.
– Game servers will now display their SteamID to an operator’s status request in the server console.
– Game servers with GOTV enabled and GOTV relays that need to support external clients connecting on GOTV port must set tv_advertise_watchable 1

[MISC]
– Users’ options are now stored independently in a Steam account-local data folder and can be different across Steam accounts on the same machine.
– Administrators setting up tournament Active Directory logons with Roaming Profiles can create a directory inside the user’s roaming profile storage and expose that location to the game by setting an environment variable USRLOCALCSGO=%USERPROFILE%\AppData\Roaming\csgo
– Video options for shadow quality, model/texture detail, effect detail, shader detail, and texture filtering mode can now be autodetected at startup to adjust for multitasking with other background applications. These video options can also be permanently set by the user to remain the same regardless of other background applications detected during game launch.
– Minor sound mix tweaks. First person footsteps slightly quieter, third person footstep volume remains unchanged.
– Highlights and Lowlights now transition smoothly between clips.
– Lowlights will now identify the target using the same visual indicator as the Killer Replay.

[MAPS]
– Fixed some surfaces playing the wrong footstep sounds in Mirage, Overpass and Train.
– Fixed a DM spawnpoint in de_dust where the player would get stuck.

[STEAM CONTROLLER]
– Made toggle crouch work
– Fixed several bugs

[GAME STATE INTEGRATION]
– CS:GO’s game state can be relayed remotely, allowing third parties to integrate their services with the game. For example, game state integration was used at the CS:GO Major Championship at DreamHack Cluj-Napoca to present special stage effects (e.g., lighting and pyrotechnics) during a match.
– For details on how to set up your service to use game state integration, visit the wiki page here: https://developer.valvesoftware.com/wik ... ntegration

[SERVERS]
– Added official servers in Hong Kong

Sursa: http://blog.counter-strike.net/index.php/2015/12/13325/

Re: Counter-Strike: Global Offensive Update Released

#54
Release Notes for 9 DEC 2015

[MISC]
– Fixed exploits with the R8 Revolver, including being able to fire during freezetime or defusal, and the ability to hold the primary hammer back indefinitely.
– Fixed a disappearing smoke exploit.
– Fixed a timeouts-related exploit.
– Fixed competitive UI flickering at the end of rounds.
– Fixed a regression in logaddress_add to allow DNS hostname resolve.
– Fixed a rare game server crash after replay.
– R8 Revolver now correctly shows up in weapon_fire events.
– Added map mode to game stats integration.

Sursa: http://blog.counter-strike.net/index.ph ... y/updates/

Re: Counter-Strike: Global Offensive Update Released

#55
Damage Control
10 DEC 2015 -

On Tuesday we shipped some major gameplay changes in CS:GO including the R8 Revolver, and players have been voicing legitimate concerns over the balance of the weapon as shipped.
While it typically takes more time to generate enough data to drive an update (and gameplay updates are always a bit disruptive), in this case it’s clear that we got the damage wrong and can respond immediately.
So today we’re updating the R8 Revolver to bring its values to be more in line with other weapons: among other changes, its damage has been reduced and it takes slightly longer to fire.
As experience with other new weapons (e.g., CZ75a and M4A1-S) has shown us, it may require several iterations over a longer period to find the stable values that create interesting strategic choices for players. We’re committed to monitoring usage and adjusting the values as required.
Tuesday’s update also included several other changes to gameplay (including a rebalancing for pistols and rifles). It’s still too early to determine their impact but we’re just as committed to monitoring the new meta and ensuring that as CS:GO continues to evolve, it remains fun, skillful, and balanced.

Sursa: http://blog.counter-strike.net/

Re: Counter-Strike: Global Offensive Update Released

#56
Recovery Time 15 DEC 2015

We made some adjustments to rifles recently, and those changes have been causing a lot of pain in the CS:GO community. The pain was the result of a few mistakes we made, and while we usually prefer to avoid disrupting conversations happening in the community, we wanted to talk about some of the thinking that led to the recent changes as well as our plan for moving forward.
Why change rifles at all?

In CS:GO, spraying is generally the most popular way of firing a rifle. We can see this pretty clearly in the rifle data that we collect internally, and it’s something we hear the community discussing frequently.
Because we think it’s valuable for players to have choices when they’re thinking about how to engage an opponent, we looked at ways to make tapping/bursting a bit more appealing. The hope was that by encouraging more deliberate firing, we would add something skillful that players could use to their advantage.

As a first step toward this goal, we increased recoverytime for the AK-47, M4A4, and M4A1-S. For a detailed breakdown of the change and its impact, check out this excellent community post by lalush.
Unfortunately, our implementation failed in a few ways.
For one thing, increasing inaccuracy while spraying also comes with reduced accuracy for all forms of firing. Proportionally, spraying was the most impacted, but we underestimated the impact that the change would have on players who were already firing in shorter bursts.
As it turns out, the adjustments didn’t really achieve the goal either – our rifle data shows that players in all skill groups are still spraying more than tapping or bursting.

What’s next?
It’s difficult to measure the impact on gameplay when too much changes at once. The Winter Update came with some really huge changes to gameplay, including a new weapon, an adjustment to pistols, and the rifle change. Since we likely changed too much too quickly, in today’s update we’re rolling back both the rifle and pistol adjustments to their pre-Winter Update state.
We failed to anticipate the reaction of the community to changes in such heavy-use weapons, and we clearly need to re-evaluate our process for making and communicating about changes in that space. We still think there’s value in trying to find a better balance for pistols and more skillful ways to use rifles, so we hope to tackle rifles and pistols again in the future.
We’re constantly reading community feedback and while we don’t often respond directly, understanding the community is one of the most important parts of working on CS:GO. Mistakes happen, but when they do, we’re committed to making sure they get fixed.

Happy Holidays,
The CS:GO Team


Release Notes for 12/15/2015
15 DEC 2015 -

[GAMEPLAY]
– Reverted recent changes to pistols and the AK-47, M4A4, and M4A1-S (see the CS:GO blog for details).

[MISC]
– Other players can now hear the sound of the R8 Revolver primary fire hammer just before it fires.
– Smoke clouds from smoke grenades detonated by burning fire will now correctly cover the ground instead of floating above that area.
– Fire grenades that had been only partially extinguished by smoke will no longer deal damage from the flames under smoke grenade (fix for a bug discovered by jasonRRR)
– Flames from fire grenades that are still spreading will no longer spread into the smoke cloud and will instead spread along the edge of the smoke cloud.
– Fixed up-to-360-degree camera flip in Killer Replay.
– Fixed an instance where an offer showed the incorrect price.

Sursa: http://blog.counter-strike.net/

Re: Counter-Strike: Global Offensive Update Released

#57
sirc wrote:Recovery Time 15 DEC 2015

We made some adjustments to rifles recently, and those changes have been causing a lot of pain in the CS:GO community. The pain was the result of a few mistakes we made, and while we usually prefer to avoid disrupting conversations happening in the community, we wanted to talk about some of the thinking that led to the recent changes as well as our plan for moving forward.
Why change rifles at all?

In CS:GO, spraying is generally the most popular way of firing a rifle. We can see this pretty clearly in the rifle data that we collect internally, and it’s something we hear the community discussing frequently.
Because we think it’s valuable for players to have choices when they’re thinking about how to engage an opponent, we looked at ways to make tapping/bursting a bit more appealing. The hope was that by encouraging more deliberate firing, we would add something skillful that players could use to their advantage.

As a first step toward this goal, we increased recoverytime for the AK-47, M4A4, and M4A1-S. For a detailed breakdown of the change and its impact, check out this excellent community post by lalush.
Unfortunately, our implementation failed in a few ways.
For one thing, increasing inaccuracy while spraying also comes with reduced accuracy for all forms of firing. Proportionally, spraying was the most impacted, but we underestimated the impact that the change would have on players who were already firing in shorter bursts.
As it turns out, the adjustments didn’t really achieve the goal either – our rifle data shows that players in all skill groups are still spraying more than tapping or bursting.

What’s next?
It’s difficult to measure the impact on gameplay when too much changes at once. The Winter Update came with some really huge changes to gameplay, including a new weapon, an adjustment to pistols, and the rifle change. Since we likely changed too much too quickly, in today’s update we’re rolling back both the rifle and pistol adjustments to their pre-Winter Update state.
We failed to anticipate the reaction of the community to changes in such heavy-use weapons, and we clearly need to re-evaluate our process for making and communicating about changes in that space. We still think there’s value in trying to find a better balance for pistols and more skillful ways to use rifles, so we hope to tackle rifles and pistols again in the future.
We’re constantly reading community feedback and while we don’t often respond directly, understanding the community is one of the most important parts of working on CS:GO. Mistakes happen, but when they do, we’re committed to making sure they get fixed.

Happy Holidays,
The CS:GO Team


Release Notes for 12/15/2015
15 DEC 2015 -

[GAMEPLAY]
– Reverted recent changes to pistols and the AK-47, M4A4, and M4A1-S (see the CS:GO blog for details).

[MISC]
– Other players can now hear the sound of the R8 Revolver primary fire hammer just before it fires.
– Smoke clouds from smoke grenades detonated by burning fire will now correctly cover the ground instead of floating above that area.
– Fire grenades that had been only partially extinguished by smoke will no longer deal damage from the flames under smoke grenade (fix for a bug discovered by jasonRRR)
– Flames from fire grenades that are still spreading will no longer spread into the smoke cloud and will instead spread along the edge of the smoke cloud.
– Fixed up-to-360-degree camera flip in Killer Replay.
– Fixed an instance where an offer showed the incorrect price.

Sursa: http://blog.counter-strike.net/
deci au reparat jocu yupyyyy

Re: Counter-Strike: Global Offensive Update Released

#58
Release Notes for 17 DEC 2015

[MISC]
– Client bone setup performance optimizations.
– Fixed bullet hits on players beyond max bullet penetration distance always counting as penetration hits.

[KILLER REPLAY]
– Fixed sometimes incorrect in-scope fog and blur in Killer Replay.
– Fixed some instances where a player could get stuck in Killer Replay.

[GAME STATE INTEGRATION]
– Bomb plant timer Game State Integration event is now slightly delayed when playing on Terrorist or Counter-Terrorist team.
– CDN URLs for images of weapons and weapon finishes are now available in items_game_cdn.txt

[STEAM CONTROLLER]
– Added support for haptic feedback.
– Use steam_controller_haptics convar to turn haptics on or off.

Sursa: http://blog.counter-strike.net/index.ph ... y/updates/

Re: Counter-Strike: Global Offensive Update Released

#59
Release Notes for 7 JAN 2016

[GRAPHICS]
– Visually upgraded all first-person arm, hands and glove models.

[KILLER REPLAY]
– Fixed a bug where client could sometimes get stuck in Killer Replay with a black screen.
– Fixed a bug where victim weapons could sometimes be invisible in Killer Replay.
– Player’s own footstep sounds are now correctly mixed as third-person footsteps during Killer Replay.
– Voice communications are now not faded out before and after Killer Replay.

[SOUND]
– Reduced volume falloff distance for USP-S.
– Removed high frequencies from Killer Replay tape sound.
– Adjusted falloff curve of ricochet and impact sounds.
– Minor mix tweaks.

[MATCHMAKING]
– Added official game servers in India.

[LINUX]
– Upgraded to newer version of libSDL.
– Improved game performance during the end of match scoreboard.
– Sound options now distinguish between headphones vs two-speakers options.

[MISC]
– Added support for in-game broadcast of Regional Minor Championships.

Gloves Old:
glovesold.png
New Gloves:
glovesnew.png

Gloves Update:
gloves_update.jpg
Source: http://blog.counter-strike.net/index.ph ... y/updates/
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Re: Counter-Strike: Global Offensive Update Released

#60
Release notes for 20/01/2016

[HOLIDAY]
– Removed holiday cheer.

[MISC]
– Added a convar cl_crosshair_sniper_width to allow increasing width of sniper crosshair lines on high dpi monitors or multimonitor setups.
– Fixed some looping sounds not stopping after Killer Replay.
– Bomb plant and defuse are excluded from Low-Light playback.
– Players can no longer vote-kick a bot.
– An HE grenade not owned by any connected player will no longer result in kicking the victim for too many suicides.

[LINUX]
– Fixed mouse handling in community server dialog.

[ART]
– Fixed arms/sleeve textures not rendering in workbench.
– Fixed minor shadow errors on viewmodels.
– Optimized CT viewmodel arm texture size.

Sursa: http://blog.counter-strike.net/index.ph ... y/updates/

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