[QUOTE=Atlascore;36303200]Did anyone else just get a 365MB update for CS:GO?[/QUOTE]
Nope
[QUOTE]Gameplay
• Bot difficulty has been adjusted. They should be a bit easier now.
Dedicated Servers:
• Added support for overriding values in gamemodes.txt via gamemodes_server.txt
- See csgo/gamemodes_server.txt.example for instructions on how to modify it and define your own map groups.
• Added support for map sidecar files, which allow mappers to distribute map-specific gamemodes.txt variables in a separate file.
- See csgo/maps/de_dust_se.kv as an example.
• Fixed mp_timelimit not working properly when mp_maxrounds was set to 0.
UI
• net_graph has several changes that will allow players to better see values they (or the server operator) have configured incorrectly.
- The most important difference is that the game tick rate is now shown in the bottom left, which is where “sv:” (server fps) used to be. Server fps is not really a useful metric for players except when it is below the tick rate (indicating the server is overloaded). Server FPS above the tick rate is meaningless.
- The cl_updaterate and cl_cmdrate rate are now labeled as “up:” and “cmd:”, respectively. There is now color coding added to some of the values to indicate out of band values. If cmdrate or updaterate are set above the tick rate (requires a server operator to override the sv_maxcmdrate and sv_maxupdaterate), these values are shown in red. For optimal play experience, these values should match the server tick rate, which is the default behavior unless a server operator has overridden convars.
- Fixed formatting so that the right aligned values are correctly aligned and text doesn’t shift and jump as displayed values change.
• A banner element has been added to the Match Scoreboard to better convey Win, Lose, and Draw match results.
• Hint text has been added to the bottom of the Loading screen.
• Updated the Armor icon next to the Armor meter to include the Helmet when purchased.
• Updated the dominated/dominating/revenge icons for freeze panel, mini-scoreboard, and death notices.
• Updates to the Arms Race UI:
- Now when someone reaches the Gold Knife level, the HUD shows a message in the chat text, displays an alert, and plays a sound effect.
- The scoreboard now displays the winner of the Arms Race match.
- The Arms Race weapon progression HUD element in the lower right now properly displays the data for the person you are spectating.
• In Casual and Competitive modes, the weapon inventory in the lower right of the HUD displays the spectated player’s information now.
• Voting UI updates:
- Fixed the panel going away right after you cast a vote or saw a vote be cast as a client.
- The vote panel has been made smaller and positioned so it doesn't cover other UI elements.
- After you cast a vote, the game no longer shows the text instructing you to press F1/F2 to vote.
- The Vote to Surrender option has been removed. Voting to Restart serves the same purpose.
- When an attempt to vote fails because it had already failed recently, the error message is now more descriptive about what's going on.
- If a player casts a vote when another vote is already in progress, they get a message letting them know.
- If there are no players or maps that can be voted on when you try to cast a vote, those categories are disabled in the UI.
- The vote panel now animates.
- Added the proper sounds to the voting events.
- A fix was made to a vote you cast in a single player game automatically failing.
- Fixed the map you are currently playing displaying in the vote UI as "undefined".
- Updated the size, look and translucency of the vote panel.
- Added the ability to change the next map in the map list which overrides the next map in the mapgroup.
- Changed the text, "Restart the map?" to "Restart the match?"
- Voting for the same map you are playing as the next map will extend it and just restart the map instead of loading.
- Fixed voting panel displaying during the freeze cam screenshot.
- Fixed votes for a certain category failing if they had failed previously but had a different subcategory (for example, a vote failed for kicking player A wouldn't let anyone vote to kick player B)
• Added a slider to the options menus that allow user to see and edit the numeric value directly.
• Removed the Random mapgroup choice from multiplayer Find a Game screen.
• Various improvements have been made to the loading screen to improve the layout.
• Changed the default bot difficulty option in the Offline with Bots screen to be "Easy" instead of "No Bots".
Maps
• Shoots
- Fixed some vphysics console error spew by turning off collision on static props that don't have or don't need collision.
• Baggage
- Moved some fill lights out a bit from the wall to reduce highlight intensity.
- Fixed some prop fading glitches.
• Dust
- Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
- Set static props with no physics hull to non-solid.
• Dust 2
- Added clip brush to a crate at B that fixes an issue with the player getting stuck and dying.
- Fixed the misaligned Humvee windows near CT spawn.
• Inferno
- Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
- Fixed some red console spew with static props without physics.
• Train
- Fixed a spawn point at T spawn that was intersecting a pillar.
• Lake
- Fixed a number of lighting issues.
• Office
- Fixed an error message regarding the slide show projection.
• Safehouse
- Fixed hard to see into entry way from back porch on the T side.
- The bush prop is now placed against the wall on the T side of the house.
- Fixed a hole that went through to the skybox creating a bright blue spot under the CT side porch next to the stairs.
• St Marc
- Removed certain phys props.
- Fixed a number of bad fade distances for cover props.
- Turned some phys props to static props.
- Fixed some bad fades on overlays.
- Fixed z-fighting in fence.
• Nuke
- Moved the forklift and added clip brushes to prevent collision issues.
- Added clips to the blue beams in lobby room.
• Sugarcane
- Turned a number of phys props to static.
- Deleted certain phys props.
- Fixed a few bad fade distances.
Audio
• Fix for the ding sound not playing consistently when a new weapon is earned in Arms Race.
• Updated the bomb planting sounds.
• Updated the helmet hit sounds.
• Adjusted hostage pain reaction voice overs.
Effects
• Some minor optimizations to the explosion effects that may help sorting a little bit.
• A few more minor optimizations for the explosions.
Bug Fixes
• Fixed a bug in initializing a dedicated server.
• Fixed a bug with the ‘Expert Marksman’ achievement.
• Fixed the ‘Primer’ achievement not awarding properly.
• Adjusted the weapon achievements award criteria to more suitable kill counts.
• Changed Game Mode based achievement restrictions. All achievements can now be earned in Arms Race game mode and Arms Race-specific achievements are restricted in other game modes.
• Fixed ‘Cold War’ achievement only being awarded to the Terrorist team.
• Fixed ‘Wild Gooseman’ Chase achievement.
• Fixed incorrect description for ‘Street Fighter’ achievement.
• Fixed ‘Dead Shepherd’ achievement not getting awarded.
• Fix for spectating your killer by default after freezecam/deathcam – camera will now follow a controllable bot first if applicable.
• Fixed 'Magic Bullet' achievement.
• Felicitous Fun Fact Fixes
- Fixed "A former player" shown occasionally.
- Adjusted requirements for many fun facts so they no longer show when inappropriate (e.g. "most kills with 1 kills")
- Tweaked parameters in order to provide more interesting funfacts.
- Require team elimination for fun facts mentioning eliminating the enemy team.
• Fixed a case where a bot damages a victim and then a player takes over that bot and kills the victim and the death message shows the bot controlling player as the assister and the killer.
• Fix for the hitch just before the Gold Knife kill in Arms Race matches.
• Removed the display of the crosshair when the C4 is equipped.
• Fixed error in grenade throw angle calculation.
• Fixed main menu medals disappearing after returning to menu from a game.
• Fix for losing mouse cursor after joining a game with Community server browser.
• Fixed crashes/errors related to more than 10 players.
• Fixed a bug where the taser had no reticule.
• Fixed a rare crash in the weapon selection UI.
• Fixed some weapons in the UI not showing properly when you were the first player to join a server and it immediately restarted.
• Fixed not being able to pick up the C4 if you have a grenade in your inventory.
• Fix for the defuse kit icon displaying on the HUD of a T.
• Fixed the Warmup panel showing ‘%s1’ at the start of a match.
• Fixed medal ranks on the scoreboard not going away in a player slot when that bot or player has left the game.
• Fixed the "next weapon" element showing if you were spectating at the end of a round in a non-Arms Race match.[/QUOTE]
Anything good that stands out?
Good to see they fixed that annoying second of lag after an Arms Race game was won.
You couldn't pick up the bomb when you had grenades?
I'm glad they fixed the dissapearing voting problem, that annoyed the hell outta me. The only way I could tell what the vote was like was by listening to the voting sounds and estimating which one I heard more of.
Is there any way to extract models yet?
Good update, gamemodes.txt now more friendly to custom servers.
[QUOTE=dass;36303371]Anything good that stands out?[/QUOTE]
Read the blog post on [url]www.counter-strike.net[/url]. They have some big updates in the making, this patch was just a quick one to get ready for them. It's not like this update was 3 weeks of work.
[QUOTE=Agent_Wesker;36304091]Good update, gamemodes.txt now more friendly to custom servers.[/QUOTE]
Meanwhile it's not more friendly to people who want to test maps with bots.
Seems like radio chatter is gone.
[QUOTE=Rallepower;36305628]Seems like radio chatter is gone.[/QUOTE]
Yeah, I think the update broke it or something.
Maybe they took it off to replace the new ones with.
[QUOTE=redBadger;36306825]Maybe they took it off to replace the new ones with.[/QUOTE]
I'd hope so aswell.
Those voices that were found were pretty cool.
It's just not the same without the classic voices.
It's time for a change.
[QUOTE=smug.gif;36309256]It's just not the same without the classic voices.[/QUOTE]
Good, we really don't need to keep using them
I got invited to the beta pretty much out of nowhere.
I hardly even play Counter-Strike.
Should be an option to have new or old voices.
[QUOTE=ColossalSoft;36309864]Should be an option to have new or old voices.[/QUOTE]
I'm hoping for an option where you can hear factions in their native language, but keep the subtitles in English (GSG-9 in German, GIGN in French, etc.)
[QUOTE=En Ex;36309881]I'm hoping for an option where you can hear factions in their native language, but keep the subtitles in English (GSG-9 in German, GIGN in French, etc.)[/QUOTE]Oh please, this.
I highly doubt it would happen, but if it doesn't, you could always take the sound files from the French, German, etc. etc. versions of the game and replace the default ones. Though there wouldn't be subtitles.
[QUOTE=t h e;36310121]I highly doubt it would happen, but if it doesn't, you could always take the sound files from the French, German, etc. etc. versions of the game and replace the default ones. Though there wouldn't be subtitles.[/QUOTE]
I meant the radio commands in the voice chat ("Fire in the hole!" "Enemy spotted." etc.)
[QUOTE=En Ex;36310287]I meant the radio commands in the voice chat ("Fire in the hole!" "Enemy spotted." etc.)[/QUOTE]
Oh. Well then it's entirely possible without them having to do it
[QUOTE=t h e;36310768]Oh. Well then it's entirely possible without them having to do it[/QUOTE]
Like a mod or something.
All voice lines = native language, all text lines = English or whatever.
Of course, it could end up being more confusing than I currently realize.
[QUOTE=En Ex;36310969]Like a mod or something.
All voice lines = native language, all text lines = English or whatever.
Of course, it could end up being more confusing than I currently realize.[/QUOTE]
Yea. It wouldn't be difficult. You'd just need to get the localized files for, say, the French version of the game. Copy the sound files of the GIGN in the French version over to the English directory (or .vpk, I dunno how the mod system works so far) and that's all. You just need to replace the faction voices with the localized ones from different versions of the game. It's actually quite simple. Only hassle is having to get the voice lines. And maybe packing it, since we don't know the mod system yet.
[QUOTE=dass;36306940]I'd hope so aswell.
Those voices that were found were pretty cool.[/QUOTE]
Can you post the new voices?
News:
Game is going open beta in sometime between July 21st and August 21st. Pre-orders start on July 21st.
[URL="http://www.vg247.com/2012/06/12/csgo-open-beta-coming-current-update-brings-lots-of-fixes/"]Sauce[/URL]
(am i late?)
Consider pre-ordering done.
[QUOTE=En Ex;36310287]I meant the radio commands in the voice chat ("Fire in the hole!" "Enemy spotted." etc.)[/QUOTE]
in dust2...
1. ALLAHU AKBAR
2. ALLAH AKBAR
3. ALLAHU AKBAR!
4. ALLAH AKBAR!!
5. ALLAHU AKBAR!!
Still wish Chet would say something about what's going to happen to people with the beta. Will they get the full game? A discount? Have to buy the whole thing?
Hell, what happens to the beta itself? Or does the open beta negate my above sentence?
This is not a complaint about having to buy it, which I will have no problem doing. Just looking for answers.
Sorry, you need to Log In to post a reply to this thread.