[QUOTE=Raijin;35648948]Maybe it's some crazy new bot AI that makes them shoot at moving targets that aren't team mates.[/QUOTE]
I hope its an easter egg that will be left in the game, but that doesn't impacts the bot behavior facing other bots, which I bet that its gonna be fixed because its most likely a bug...
[QUOTE=dass;35649361]I hope its an easter egg that will be left in the game, but that doesn't impacts the bot behavior facing other bots, which I bet that its gonna be fixed because its most likely a bug...[/QUOTE]
It's probably because they're using npc entities for the fish, rather than dynamic models- like thy did with birds in HL2, so they can have all the base npc behaviour (take damage, death events, idle and active animations). The bot ai is probably told to shoot at npc's that don't fall under "friendly"
I hope they change the blood splats to something more... Realistic.
The ones now are from Left 4 Dead. While they're fine for shooting zombies, having a gallon of blood splatter on the wall for shooting a terrorist in the arm is kind of overdoing it.
I like the blood spatter. CS:S's was underwhelming.
I want this game so badly.
[QUOTE=lotusking;35644066]it looks infinitely better with it on, i dont see why you're whining.[/QUOTE]
I'm whining because it makes everything blurry and makes enemies hard to spot. In the 1st example, there's actually a terrorist there. With it on and off, it's hard to see either way, but with it off it gets a bit easier and without any fog it's much easier. Also how can you not see the ugly vignetting effect which darkens the game and the bloom which just blurs the screen and make's everything have an annoying glow to it. How can you not see the lower saturation on the office and lake examples? The difference is much more noticeable in-game, go play with bots, sv_Cheats 1, bot_stop 1 and mat_postprocessing_enable 0.
CS:GO updating for anyone else?
[QUOTE=t h e;35651510]CS:GO updating for anyone else?[/QUOTE]
It surely is.
I got a L4D2 update.
[editline]20th April 2012[/editline]
Oh wait, yeah I got a CS:GO update.
Hopefully keys will follow shortly :D
[QUOTE=Update]
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 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.
[/QUOTE]
Looks like Office got a nice overhaul.
Lower recoil on AK47, fuck yea.
Also, where'd you get those notes?
[QUOTE=t h e;35651641]Lower recoil on AK47, fuck yea.
Also, where'd you get those notes?[/QUOTE]
Through Steam's "News" section.
So this time it's a 'mapfix' update huh? kewl
how many keys do they throw out each friday?
[quote]• Easier to see who is alive by darkening the dead players.[/quote]
what why
[quote]- Made all of the monitors and keyboards physics objects.[/quote]
Fuck. Yes.
Anyone know what time they start throwing keys at people?
Pre-emptive key request. I'll give anything. [B][I]anything[/I][/B] from my TF2 or Steam inventory, possibly even a combination. I rarely play TF2 anymore.
New recoil feels fantastic. Really happy with the update aside from r_modelambientmin being cheat protected.
[QUOTE=SuperHoboMan;35651997]Pre-emptive key request. I'll give anything. [B][I]anything[/I][/B] from my TF2 or Steam inventory, possibly even a combination. I rarely play TF2 anymore.[/QUOTE]
If the Steam button underneath your avatar is correct, the only item that's really worth something is your Bill's Hat and Vintage Volcano Fragment but I'm not entirely sure that can get you a key
[QUOTE=t h e;35652066]If the Steam button underneath your avatar is correct, the only item that's really worth something is your Bill's Hat and Vintage Volcano Fragment but I'm not entirely sure that can get you a key[/QUOTE]
:v: I guess I haven't played in a while. I thought I had some stuff that was worth [I]something[/I], but that was probably way back when.
Keys have been distributed?
[QUOTE=Ike;35652128]Keys have been distributed?[/QUOTE]
Not yet.
Good luck to you all
[QUOTE=Deac;35652280]Good luck to you all[/QUOTE]
Thanks, hope you win a key too!
Also, 100 posts !
I just got a key :O
For anyone about to ask
[img]http://i.imgur.com/pkySg.png[/img]
Didn't get one, friend of mine got one though. Good luck to everyone else.
And I'm still keyless :(
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