[QUOTE=bobsynergy;35556343]Ummmm they already gave out thousands of keys for the people who did it as soon as it came out, me and my friend did it as soon as it came out because we were on at the time and we got a key 2 weeks ago when they said they were giving out keys to the first people. I bet thousands and thousands did it the first day but it doesn't matter, if they weren't in the first ones they didn't get a key simple as that.[/QUOTE]
Cool story bro,
but this doesn't change my statement.
It's never too late to join.
i got it weeks (possibly a month) after filling out the survey.
When do they usually hand them out? Around noonish over there right?
[QUOTE=dass;35555917]Also, I hope they add movement to the weapon viewmodels while you walk.[/QUOTE]
if they do they better have a way to turn that shit off
[QUOTE=Chirno;35556795]if they do they better have a way to turn that shit off[/QUOTE]
What, you actually like how the gun barely moves when youre walking?
I've decided to blog about my newbie Counter-Strike experience because I'm trendy.
[url]http://noobcounterstrike.tumblr.com/[/url]
[QUOTE=dass;35556900]What, you actually like how the gun barely moves when youre walking?[/QUOTE]
i dont play cs for realism i dont need the already large guns that i cant disable swaying around on my screen.
Patch is out, accompanying blog post.
[url]http://blog.counter-strike.net/index.php/2012/04/step-6238-server-browser/[/url]
They added Server browser and screen shake.
[quote=Release Notes]
Maps:
• Added Demolition maps:
• Sugarcane
• Safehouse
• Bank
• Short Train
• Quickmatch now connects to Demolition map cycle group.
• Find A Game allows you to join an online game of a specific type. This update offers Arsenal Demolition, Arms Race, and Classic Competitive game modes. The map cycle groups include:
- All Classic Maps
- Arms Race Maps
- Demolition Maps
• De_nuke
- Fixed bot nav behavior outside locker room and near bombsite A.
• Cs_office
- Fixed hostage bots getting stuck behind the couch.
- Fixed bots getting stuck on the roof of the dumpster.
• Cs_italy
- Fixed vines penetrating door frame at T Start.
- Fixed building floating in skybox at Balcony.
- Fixed missing geometry in arches and wall in Market.
- Fixed curved pipe and square wall edge creating black area at Left Alley.
- Fixed a gap in the floor at Left Alley.
- Fixed texture mismatch at Market.
- Fixed unnecessary collision on curb at CT Spawn Zone.
- Fixed being able to see out of the playable map at Market.
- Fixed not being able to jump while standing on potted plant at CT Start.
- Fixed small gap in street at Left Alley.
- Fixed brightly lit area at window near hostage room and T Start.
Gameplay:
• Added additional camera punch effect to weapon firing to give more visual feedback.
• Added convar to support buying two flashbangs (ammo_grenade_limit_flashbang). This is disabled by default.
• SMGs get a range increase.
• Falloff distances for SMGs have been improved to reduce micro hits at medium distances.
• UMP 45 gets a small armor ratio buff and a very minor cycle time buff.
• P90 gets a armor ratio debuff to bring it more in line with its smg brethren rather than make it as good if not better than entry level rifles.
• Added first shot recoil suppression to allow for closer grouping of the first few shots in a burst or full auto fire.
• TBots that try to plant in an invalid space will quickly give up and pick a new place to try to plant now.
• Arms Race now ends with a gold knife to convey to the user the difference between killing someone with a knife to steal their level and killing someone with a knife to win the game.
• A knife kill in Arms Race now only sets you back a weapon level if you were killed by an enemy.
• The C4 now has a short (0.5 second) grace period for defusing, during which time the player can interrupt and resume defusing. This restores the old 0.5 second latency that existing in CS for defusing, but also maintains the newer preferred ability to stop defusing without the player being inexplicably stuck for up to 0.5 seconds. This also greatly reduces the chance that small lag/packet loss events will result in the defuse being interrupted.
• Reduced the size of the hostage hitboxes.
• Changed the ducking speed to match the unducking speed. Both are now 200 ms.
• Slightly reduced HE grenade damage per pro feedback.
• Reduced per shot weapon inaccuracy across all weapons.
UI
• Added server browser to Play menu.
• Arms Race UI improvements - Added more elements to the next weapon panels that fill out and animate into place when you are awarded your next weapon - this convey the weapon progression better.
• Fixed an issue where observers didn't see updated ammo counts for the player they were observing.
• Fixed the issue in which the ammo animated when changing the observed target and the new target had different clip/ammo counts.
• Added Elo rank to the stats screen.
• Updated Elo rank icons.
• Video settings - Changed vsync option so it does not get immediately applied when the option is changed by the user in the UI. Instead, the user must hit the Apply button for the vsync setting to be changed, like most of the other settings.
• Video settings - the "Reset to Defaults" disables vsync now.
• Added missing motion blur option to the Advanced Video Settings menu. The Advanced Video options have been reorganized: global shadow quality is now at the top, and the two anti-aliasing settings have been moved together.
• The team select screen now has a short objectives blurb so as a new player you know what the map objectives are.
• Updated color of bomb holder, bomb planted and defuse kit icons to match gold, red and blue used elsewhere in the hud.
• Updated defuse kit image for buy menu.
• Updated several weapon icons.
• Updated death notification icons.
• Added a T knife icon.
• Updated mapgroup thumbnails.
• Added new achievement icons.
• Updated the radio command panel.
• Updated radar minimaps:
- Office
- Aztec
- Lake
- Dust
- Dust 2
- St Marc
- Nuke
Audio
• Fixed bug that was stopping hostage music abruptly.
• Moved kill music stingers from client to server, are more audible, and have been added to demolition mode.
• Dominating music stinger now plays for "still dominating" as well.
• Added ‘hostages near to rescue’ music cues.
• Fixed weapon foley being heard at unrealistic distances (player distance misrepresented)
• Updated weapon shots:
- ak47
- deagle
- famas
- g3sg1
- m249
- m4a1
- mag7
- mp7
- negev
- nova
- vscar20
- sg556
- ump45
- awp
- ssg08
- sawed off
- xm1014
- nova
Effects:
• Disabled blob shadows.
Bug Fixes
• Fixed a bug where tracers were not originating from the barrel on machine guns.
• Fixed ragdoll bodies twitching postmortem.
• Fixed getting stuck in another player when joining spectator team at halftime in competitive mode.
• Fixed missing reload animations and recoil for certain picked up weapons.
• Fixed scenario where “Counter-terrorists Win" voice over announcement does not play at round end if the "bomb has been defused" voice over is played.
• Fixed callvote UI taking mouse focus and breaking the Buy Menu.
• Fixed so Tased player models don't bleed out.
• Fixed "Input Device not found" on PC direct connect games. It now uses platform defaults in the case where an input device is not set before determining bot difficulty.
• Removed servers calling votes at the end of a match.
• Elo improvements - fixed a bug initializing Elo for users who got initialized by direct connect instead of via matchmaking.
• Fixed Terrorists receiving defuse kits.
• Fixed an issue where damaged was being sent across the network as a byte. This allowed the AWP and bomb explosions to both result in > 255 damage.
• Fixed bug where a game announced ‘match point’ and ended match prematurely.[/quote]
[QUOTE=t h e;35557939]Patch is out, accompanying blog post.
[url]http://blog.counter-strike.net/index.php/2012/04/step-6238-server-browser/[/url]
They added Server browser and screen shake.[/QUOTE]
4 new maps? Wooh! :dance:
There's a faded out 'Weapons Course' button in the Play section underneath 'Create a Game'
Lame update.
Can someone post images of bank?
Bank is basically Swamp Fever finale but a bank instead with some additional areas. I would take some photos but it doesn't look that good on my computer.
What if safehouse is actually just a safehouse from L4D.
Wouldn't surprise me.
[QUOTE=Benlecyborg;35558541]Oh god, are the keys out too?[/QUOTE]
I dont think so, but if they did, i havent got it.
[B]AGAIN[/B]
Bank is super disappointing. I thought it was gonna be a huge bank like in heat or something. Instead it's the burger tank from hard rain.
[QUOTE=Benlecyborg;35558541]Oh god, are the keys out too?[/QUOTE]
No.
Also they added screen shake which is nice, but the recoil is still very random and broken. If you don't know what I'm talking about, watch this video:
[media]http://www.youtube.com/watch?v=sC6_CkkC8x8&[/media]
The right side is current recoil system without screen shake (screen shake doesn't really improve it in this case) and the left side is with a hidden command that changes the recoil set to 0, you can do this by typing +weapon_recoil_model 0 in the launch options and when ingame type "map de_dust2_se" without quotes to see the difference yourself. The differences is huge and with this recoil model set to 0, the game is much better.
[QUOTE=t h e;35558446]Bank is basically Swamp Fever finale but a bank instead with some additional areas. I would take some photos but it doesn't look that good on my computer.[/QUOTE] You mean Hard Rain right?
[thumb]http://cloud.steampowered.com/ugc/560938938235120757/E37FEDCFD600AF95FC72189B02F179B42AAD17A4/[/thumb]
Screenshots of the new maps, a courtesy of Dr. Cola.
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235123837/36EE933273D2EFED49B9797CA3A1D351EDA882D1/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235126329/F1641C3CA71F15AE38040DFC22F4397FFA55392C/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235126329/F1641C3CA71F15AE38040DFC22F4397FFA55392C/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235114034/2C024CC1CB5049F54E38A7B52EDF3F264F88B780/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235138211/2F35AD582C2C98756050BD8223E23ACD8923DDD1/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235116501/8EC85CD52CD3DB5EC98C74AB39BD1F5A83EEFA24/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235120757/E37FEDCFD600AF95FC72189B02F179B42AAD17A4/[/Img_thumb][Img_thumb]http://cloud.steampowered.com/ugc/560938938235129284/671F3FD8EE1B15165760141CF29813373D5689E9/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235106367/F1CB951422F52BC957C2795AC0581CDEF52B91FB/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235109660/98D5C035D035AEC839F8FA6EDCFEBCA2E5E2DAD1/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235090157/9FB8C964D141B146855DE1B3B7B30DD31359D3E6/[/Img_thumb]
[Img_thumb]http://cloud.steampowered.com/ugc/560938938235086508/FA012657D90BF19A00D9733B066BD4F788CECA2A/[/Img_thumb]
[t]http://www.sourceop.com/hell-met/april12th.jpg[/t]
update in a nutshell
oh wow they're reusing shit from l4d2?
how fucking lazy can you get
[QUOTE=lotusking;35558994]oh wow they're reusing shit from l4d2?
how fucking lazy can you get[/QUOTE]
that's because l4d offers everything they need.
why model a new car or truck when it's right there?
[QUOTE=lotusking;35558994]oh wow they're reusing shit from l4d2?
how fucking lazy can you get[/QUOTE] It looks like they're only porting L4D maps for Arsenal Demolitions.
thankfully they tweak them enough to not look like a blatant copy paste.
I'm okay with just the base architecture, like st-marc
You guys really want them to waste time remaking models instead of working on the actual gameplay?
[QUOTE=Dr.Cola;35558858]You mean Hard Rain right?
[thumb]http://cloud.steampowered.com/ugc/560938938235120757/E37FEDCFD600AF95FC72189B02F179B42AAD17A4/[/thumb][/QUOTE]
Oh yeah, thanks. My bad, I get the two confused a lot.
I think it's pretty cool. It's like revisiting maps I liked from previous games. I hope they keep doing more of maps like this, especially if it speeds the development along.
i'm not talking about models, it's just they're basically copy-pasting brushwork from l4d2.
Sure, it'd be cool if they made original maps, but these are good as well. They look like they would play well and there's not really a reason to [i]not[/i] copy paste brushwork if it's faster.
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