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  1. Counter-Strike: Global Offensive Beta Update Re...

    Gameplay:
    - Added Classic Casual to the Find a Game options.
    - Increased running inaccuracy of rifles and snipers. Lowered recoil of negev, lowered standing inaccuracy for negev. improved famas secondary burst grouping, increased ak47 recoil
    - Added money bonus to knife kills.
    - Bot difficulty tuned.
    - Removed the grace period for defusing the bomb as it allows to many hard-to-fix exploits.
    - Fixed elite cycle time to be the same as CSS

    UI:
    - Update to the Main Menu screen:
    - Rank medals earned by the player will now be displayed underneath their name.
    - Play menu screen updates:
    - Updates to win panel for Arms Race including: improvements to displaying the winner, animated elements, and progression icons.
    - Fixed demo playback loading screen problem.
    - Fixed placeholder elements on generic loading screen.
    - Added timer to continue loading screen.
    - Fixed assists in death messages showing up in modes other than "Classic".
    - Fixed the "Next Weapon" panels not displaying properly in Arms Race before you got your first kill.
    - Fixed alert text popping (position/opacity) behind the Exclamation Point graphic when the animation first comes up when the buy time has expired.
    - Condensed spectator panel to minimize overlap with other hud elements.
    - Removed old green tint from radar directional arrow and ring to match current HUD gray color scheme.
    - Win panel can now show progress made towards stat based achievements completed that round.
    - Fixed Demolition mode next weapon icons being incorrect.
    - Added missing outline on incendiary grenade icon.
    - When using a gamepad, the left and right shoulder button glyphs will gray out when there is no one left to spectate.
    - Fix for the gun icons being too big and cutoff.

    Maps:
    - Added Nuke SE
    - Added Inferno SE
    - Dust SE
    - Added overviews for radar
    - Aztec SE
    - Added overviews for radar
    - Dust
    - Adjusted size of buy zones for both CT and T's.
    - Shorttrain
    - Updated radar overhead map: Removed corner sections, towers, and yellow "garbage" can from bomb planting zone.
    - Train
    - Increased accuracy of bomb and buy zone graphical indicators on radar image.
    - Inferno
    - Updated size and location of buy and spawns zone graphics.
    - St Marc
    - Rescaled radar overhead map and angled the bomb zone graphic to match the actual angle of the zone.
    - Adjusted color-correction settings.
    - Safehouse
    - Adjusted color correction settings.
    - Adjusted radar image scale and position.
    - Italy
    - Adjusted buy and spawn zone graphics for CT's and T's.
    - Fixed extra-large and bright light coronas in hostage area and Wine Cellar.
    - Fixed a tree at Right Alley
    - Made a slew of accessible areas inaccessible. Thank you, Maiho for identifying these.
    - Adjusted color-correction settings.
    - Aztec
    - Updated buy and spawn zone graphics on radar image.
    - Dust 2
    - Expanded and moved both the CT a T buy and spawn zones in radar image.
    - Bank
    - Increased active game area border line weight from 1 to 2 pixels in radar.
    - Adjusted color-correction settings.
    - Fixed stretching polygons on the door frame at Gas Station.
    - Fixed the door model at Market.
    - Nuke
    - Adjusted spawn and buy zone graphic indicators on radar image.
    - Baggage
    - Readjusted color-correction settings.
    - Lake
    - Increased active game area border line weight from 1 to 2 pixels in radar.
    - Adjusted color correction settings.
    - Sugarcane
    - Updated color-correction settings.
    - Office
    - Adjusted buy and spawn zone graphics for CT's and T's.
    - Adjusted color correction settings.
    - Fixed a bug where the slideshow projection would sometimes show up on the wall behind the projector wall.

    Audio:
    - Dsp removed from all third person footsteps and gunshots to increase directionality. In turn removed audio quality option which was mainly responsible for determining dsp level.
    - Moved the distance at which weapon shots cross fade to their "distant" version further away from the player to aid in identification of weapons being used during the round.
    - Third person weapon shot volume raised to aid in the identification of weapons being used during the round.

    Bug Fixes:
    - Fix for getting the golden knife too early in Arms Race.
    - Fix for incorrectly retaining the gold knife on respawn after a suicide, team change, or killed by enemy knife.
    - Regenerate the recoil tables at game mode/type start; this allows the tables to incorporate parameters from loaded convars.
    - We now remove the golden knife from the player if they had it and lost a level in Arms Race.
    - Fixed a bug with the HUD where the round timer stops with 0:01 left if the round ends by timeout.
    - Fix for knife spawning in on the ground with you if you end the round without your secondary weapon (pistol).
    - Fix for single hostage shooting penalty getting counted multiple times.
    - Spectators are no longer allowed to vote.
    - Fixed view model hitching after a full network update.
    - Fixed a crash pertaining to death notifications.
    - Fixed an assert that would happen every time a player opened a prop_dynamic door.
    - Fixed potential crash in FAMAS and Glock when firing remaining burst shots when the PlayerOwner owner no longer exists.
    - Fixed flash bangs showing through doors.
    - Fix for losing mouse focus when directly connecting to a server.
    - Fix for crash when running a dedicated server under specific linux versions/distrubutions.
    - Fix for instances of "Round draw" voice over playing between matches.
    - Fixed some ducking pops that would happen when toggling duck during ducking / unducking.

    Miscellaneous:
    - First round of mostly PC specific CSM optimizations that improve perf. on all CSM quality levels:
    - Optimized the core CSM shader to use fewer ALU instructions (VERY_LOW/LOW=21% faster, MEDIUM quality level=10% faster, HIGH=8% faster).
    - Coaxed the HLSL compiler to [flatten] several important conditionals it was sometimes issuing dynamic jumps for.
    - The VERY_LOW and LOW quality levels use a single 3D radial lerp vs. the previous 2D+3D lerp
    - VERY_LOW/LOW only use 2 world cascades vs. the previous 3. At VERY_LOW/LOW quality levels only vertexlit and phong where actually using the closest cascade (for better character self shadowing), so world shadow quality is mostly unaffected by this change.
    - Also adding a bunch of CSM culling statistics (displayed at the bottom of the screen when cl_csm_debug_2d is 1).
    - dust2 timedemo avg. FPS results on a NV 6800/Core2 2.4 GHz at VERY_LOW improved by 13% (higher quality settings also see an improvement).