Re: Counter-Strike: Global Offensive Update Released

#61
Release Notes for 27 JAN 2016

[MISC]
– Explosive damage and damage from flying grenade impacts will now always use armor penetration formulas when the victim wears armor (thanks to the video uploaded by Andrew PhoenixFight3r).
– Added convar mp_drop_knife_enable (defaults to ‘0’) that allows players on community servers to drop their knives.

[Linux client]
– Fixed displays to set on the correct monitor in multi-monitor setups.
– Fixed a bug in mouse handling when moving mouse toward the top-left.

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

Re: Counter-Strike: Global Offensive Update Released

#62
Release Notes for 17 FEB 2016

[OPERATION WILDFIRE]
– Operation Wildfire is LIVE: http://blog.counter-strike.net/operationwildfire
— Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
– The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
— The Operation Wildfire coin, upgradeable through the completion of challenge missions
— An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
— The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
— The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
— Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
— Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
— Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
– Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://blog.counter-strike.net/reintroducing_nuke

[GAMEPLAY]
– ARMS RACE
— The leader’s glow in Arms Race no longer shows through walls.
— M4A1-Silenced has been added to the rifle section of available Arms Race weapons.

[UI]
– Fixed AWP icon to better represent the weapon’s silhouette.
– The English string “ALIVE” in the playercount hud element is now a localized token.
– Inventory filter for All Weapons now filters out display items and music kits correctly.
– Inventory sorting by Quality now better groups items within the same quality by their slot.
– Updated the Nuke loading screen icon.

[MISC]
– Fixed particle rain not following the “in eye” player if you were spectating someone.
– Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.

[SDK]
-[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
– Maps can have multiple radar images based on player height.
– Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
— Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
— Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
— Added an Exploding Barrel entity for use in the Co-op Strike missions.
— func_hostage_rescue entity is now able to be disabled.
— Added a Heavy Phoenix enemy.
– Added item_coop_coin entity that displays how many (of 3) you’ve collected.
— In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.
— Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
— Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
– The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
– prop_door_rotating now blocks nav when closed, locked and unbreakable.
– Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.
– Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
– Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
– Resurrected the HL2 env_gunfire entity.
– Added two new convars for managing dropped weapons
— weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”
— weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”
– Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
– Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
– Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).

[MAPS]
– Nuke
— Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
– Cache:
— Fixed DM spawns
— Improved radar polish
— Improved visual polish
— Added physics to fence in Sun room
— Fixed numerous “pixel walks”
— Fixed one-way wallbang at mid (thanks TomCS!)
— Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
– Mirage:
— Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
— Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
— Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
– Slight adjustments to Safehouse, Lake, and Shoots

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

Re: Counter-Strike: Global Offensive Update Released

#63
Release Notes for 23 FEB 2016

[ MISC ]
– Fixed a case where Gemini campaign mission could not get checked off in the campaign journal even when the mission was active for the player at the time of completion.
– Added engine support for up to 4096 model precache table entries.
– cl_timeout setting is now capped at 30 seconds.
– Fixed weapon_fire event for the Medi-Shot having the incorrect “weapon” sent.
– Added missing tagrenade_detonate event.
– Fixed missing alphas to resolve un-skinned areas on the following weapons: USP-S | Royal Blue, P90 | Desert Warfare, UMP-45 | Corporal, SCAR-20 | Cyrex
– Improved vert count on SCAR-20 scope

[ UI ]
– Fixed not being able to select the 5th slot when you have a bomb and medi-shot equipped.
– Fixed not being able to cycle through items in the 5th slot if you had more than 1.
– Fixed inventory UI hiding when preforming actions on items (like applying stickers) while in the lobby.
– Fixed lobby displaying incorrect player data when searching solo and using the inventory.
– Fixed sticker model panel overlapping quit lobby dialog and other dialogs.

[ GSLT ]
– User accounts will also receive a temporary cooldown when their Game Server Login Token gets banned.

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

Re: Counter-Strike: Global Offensive Update Released

#64
Release Notes for 24 FEB 2016

[ OPERATION WILDFIRE ]
– Fixed the first Co-op Strike mission not granting a star if players did not win in the first round.
– Added a countdown timer to main menu missions UI indicating when the next campaign mission is available.
– Fixed the Mission UI not updating immediately when the next campaign mission is available.

[ LINUX ]
– Fixed a crash that was occurring on Coast and some other maps.

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

Re: Counter-Strike: Global Offensive Update Released

#65
Release Notes 2 MAR 2016

– Updated lights.rad with new Nuke asset entries
Nuke:
– Open vents no longer shield players from flashbangs
– Added grenadeclips
– Improved bot navigation
– Removed ladder cage from T rooftop
– Fixed vcollide on door frames
– Fixed a number of spots where C4 could get lost
– Fixed C4 and grenades falling through B floor frame
– Fixed scissor gates blocking flashbangs
– Fixed a few pixelwalks

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

Re: Counter-Strike: Global Offensive Update Released

#66
Release Notes 17 MAR 2016 -

[MLG Columbus 2016]
– Added MLG Columbus 2016 Team and Player Autograph Stickers, now available for purchase, with 50% of the proceeds from sticker sales going to the players and organizations.
– Stickers can be used as game pieces in the Columbus 2016 Fantasy Team Game and Pick’Em Challenge.

[HOLIDAY]
– Added festive chickens.

[MISC]
– Updated phong shader to apply envmap albedo tint that matches phong albedo tint and intensity values.
– r_drawclipbrushes 3 now shows grenadeclip brushes.
– “ignoremsg” console command behavior should now match the UI feedback it gives.

[BOTS]
– Bots can now fire the revolver.
– Fixed a rare animation bug that would cause bot skeletons to become misaligned in some cases if they spawned with AI disabled.

[MAPS]
Nuke
– Improved grenade clips on door frames.
– Improved bot navigation.

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

Re: Counter-Strike: Global Offensive Update Released

#67
Release Notes for 21 APR 2016 -

[UI]
– Adjusted Spectator Graphs: Replaced HSP and economy stats with Enemies Flashed and Utility Damage.
– Added main menu UI to register for a new beta.

[MAPS]
– Tulip
— Various bug and exploit fixes
– Mirage
— Vandalism
– Moved Nuke to the Active Duty map group.
– Moved Inferno to the Reserves map group.

[OPERATION WILDFIRE]
– Updated a Wildfire mission (YOINK!) for the bonus condition to use Santorini instead of Nuke.

[SDK]
– demoinfogo tool code is now available on GitHub and no longer ships as part of SDK.
https://github.com/ValveSoftware/csgo-demoinfo, patches welcome.
– demoinfogo includes a GitHub fix for PlayerInfo being retrieved with wrong Entity if players reconnect during the match demo (Thanks rchh!).

[COMMUNITY SERVERS]
– Changed default value for cvar sv_quota_stringcmdspersecond=16 to make community servers that don’t actively configure this setting run with a more conservative command rate limit.

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

Re: Counter-Strike: Global Offensive Update Released

#68
Release Notes for 27 APR 2016

[MISC]
– Added the Chroma 3 Case.
– In-game blog is now displayed using the language of game UI when possible.
– Fixed rounding errors in timing for molotovs/incendiary grenades. They now deal exactly 40 DPS regardless of server tickrate.
– Fixed community server crash relating to graphs and games that go into overtime.
– Equip armor sounds are now slightly different for T and CT
– Added official game servers in Chile.

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

Re: Counter-Strike: Global Offensive Update Released

#69
Release Notes for 4 MAY 2016

[MISC]
– Fixed possible remote code execution bug in KeyValues parsing. Thanks to xPaw for finding and reporting the issue!
– Fixed a bug allowing community servers to override certain game files.
– Added support in vbsp for clip brush textures with different material types.
– Added CS:GO in-game blog localization for Finnish.
– Significantly reduced holiday cheer.
– Added convars cl_weapon_debug_show_accuracy and cl_weapon_debug_show_accuracy_duration
— With “cl_weapon_debug_show_accuracy 1,” when a shot is fired, a 12 inch circle will be drawn at the Effective Range of the weapon, i.e, the farthest distance at which the shot is guaranteed to fall within a 12 inch circle.
— With “cl_weapon_debug_show_accuracy 2,” when a shot is fired, a circle will be drawn at the surface that is aimed at showing the area that could have been hit by the bullet given its inaccuracy.
— cl_weapon_debug_show_accuracy_duration ( default 10 ) determines how long the debug circles last.
— The further the shot is into the spray sequence, the more red the circle will be.

[AUDIO]
– Increased radius of c4 disarm sound
– Fixed some cases where alt-tabbing away and back to the game would cause incorrect sounds to play

[MAPS]
Cache
— Visibility improvements based on color-blind player feedback
— Texture improvements
— New vent models
— Added subtle markers for grenade throws (thanks James Bardolph)
— Added plant-zone decals to Bombsite B
— Added graphic for “Sun-room” (thanks Thurnip)
— Fixed fade distance on crate in checkers
— Fixed weapons being irretrievable under vent
— Fixed all known bomb-stuck spots
— Fixed an exploit involving flashbangs from mid into checkers
— Fixed pixelwalks at mid, T-Spawn, A main, A site
— Improved .nav mesh (thanks p_NM)
Nuke
— Improved accuracy of grenade clips on metal containers
— Clip brushes now play the correct material type footstep sound
— Performance optimizations
— Removed crate stack from CT side
— Removed railings outside HUT
— Removed railings at top of Heaven ladder
— Lowered ambient soundscape volumes
— Door opening and closing predictability fixed
— Improved .nav mesh (thanks Bez)
— Fixed +use interaction through tool or clip brushes
— Fixed double doors being blocked by their sibling door being blocked by the player

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

Re: Counter-Strike: Global Offensive Update Released

#70
Release Notes for 9 JUN 2016

[MISC]
– Replaced the penalty for the suicide or disconnection of a player. Instead of the elimination of round-end income, a living enemy player now receives compensation equal to the missed kill reward opportunity.
– On Valve official servers, the current map will be excluded from the vote options at the end of a match.
– Modified behavior of mp_endmatch_votenextmap_keepcurrent (default 1). When set to 0, the current map will be excluded from the end of match map vote panel.
– Full player hitboxes are now used by “cl_weapon_debug_show_accuracy 2” so that the circle appears closer to the target in 3D space.
– Fixed coin journal not being accessible from inventory UI.

[OSX/Linux]
– Made it so “Fullscreen” sets an exclusive fullscreen mode and “Windowed Fullscreen” sets a non-exclusive fullscreen mode. Exclusive fullscreen mode allows for potentially higher performance while making switching back to the desktop slower.

[SPECTATING]
– Added the concommand spec_player_by_accountid that switches observer target to the player with SteamID64 passed as argument.
– Added the convar spec_lock_to_accountid which, when set, will lock the observer target to the specified SteamID64 player. The lock can be set regardless of whether or not the player is currently connected.

[MAPS]
Cbble:
-Added stairs up to B site platform, giving CTs additional options for defending the site
-Updated trees with more accurate collision model
-Fixed rendering error on wall hole model used near bombsite A
-Fixed various bugs (Thanks csgobugtracker.com contributors!)
-Improved visibility from underpass to A site
Mirage:
-Fixed pixelwalk in CT spawn
-Fixed some small seethrough gaps in bombsite A
-Fixed small seethrough gap from Short to Mid
-Fixed grenadecollision on van in bombsite B
-Van now plays proper surface sounds when walking on it
-Stairs in palace and B apartments will now play correct surface sounds
-Fixed potential rendering error on wall hole model used in CT sniper position
-Fixed various bugs (Thanks csgobugtracker.com contributors!)
Cache:
-Minor bug fixes
Nuke:
– Added ladder to bombsite B target
– Top of bombsite B target now opaque
– Added short crate stack to CT outside
– Misc clip fixes
– Improved vcollide on plastic bins
– Fixed spot at CT spawn where weapons could be lost
Collision model update:
-Added more accurate collision model for bombsite models used in Mirage, Inferno, Cache.
-Added more accurate collision model for barrels used in Overpass B site.

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

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