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  1. Welcome to the official thread of Liquid Five Gaming Group. We are a community of gamers who aspire to have fun and play competitive games such as PUBG, CS:GO, RUST ETC. Everyone is invited to come play, have a laugh or just come chat.Our Admin's/Moderator's/Owner's are extremely helpful and will settle you right in! Just come say hello. Counter Strike : Global Offensive Semi - Pro TeamEntry Fragger : Tandarra (HP) Refragger : JWSkillz Strategy 'Strat' Caller : TXC Lurker : Datpenguindoe AWPer : JFlix Liquid Five Discord Server:Invite Link : https://discord.gg/chrsSG
  2. Hey there, I hope this is the right place for this to advertise our community! Want to play some 5 man draft? Feel like joining a ranked team and playing with like minded individuals? Ever got home and just wanted to play a game of Aram just to take a load off? We got you covered at Konvict Gaming! We host Weekly RP prized tournaments, Daily in-house games and Free Mentoring for all of our members About our league section We have been active in the League of Legends community since early 2012, and from humble beginnings, have grown to have more than 150 active people playing with us every day, all making use of our unlimited Teamspeak server. We have all sorts of players from the duoqueing tryhards trying to improve themselves, to the more casual ARAM for fun people, and everything in between. Requirements: Be 16 or older Teamspeak and working microphone Be respectful of other individuals How do I join? Jump over to www.Konvictgaming.com Sign up Log in Press The League of legends icon and submit ur application Join our teamspeak @ ts.konvictgaming.com In-house: In-houses are what makes communities a great place, and Konvict is the best at them. It’s a custom game made up entirely of Konvict members, that’s 100% more Konvict members than you’ll find in any other game mode! Game modes vary, normal 5v5s, themed 5v5s, ARAMs, ABAMs, ARABDs, draft racing. Confused? Come find out more! It’s a banter fuelled fun experience for everyone involved. With both pre and post-game talks. Mentoring: We offer free mentoring and coaching from our higher ranked players who want to teach the arcane mysteries of league to those looking to improve upon every aspect of their game. Our mentors focus on teaching essential skills like: Decision-making, Item builds, Champion select choices, How to close out games, and how to keep a level head. Some of our mentors even have experiences mentoring high level teams! We were the founders of the Community V Community events. We started the ball, other made cheap copies. All our Community V Community games are streamed and shoutcasted. And we have them set up bi-weekly. Join in on the fun. Represent KG in the most glorious way! Konvict gaming a place of quality. The Community and its history: Konvict gaming is a multi-gaming community with over 2,500 active gamers, spread over major titles such as: League of legends, Cs:GO, Hots, Final fantasy and more! Konvict gaming was founded in 2011 and has since grown to be one of the biggest communities in Europe. What are our aims as a community?: As a community we believe in creating a place where everyone feels like they belong. A place both the casual and the hardcore can play together and still feel like they are welcome, because they are! We are already one of the largest communities in Europe, but we aren’t going to stop there, we aim to become one of the biggest communities in the world. So everyone is welcome to join no matter what nationality. We only have a few requirements as to join! But Konvict is more than just a place for league of legends we have other sections such as: CS:GO - One of our large sections, Counter Strike: Global Offensive is for casual and competitive players alike, all members are encouraged to join and meet some likeminded souls while pawning mid. Create teams and participate in a community that offers countless hours of fun. We also host a lot of fun servers that can be viewed at our homepage. Heroes of the storm - As the game has taken the world by storm (excuse the pun), Konvict has taken the players by storm (this one, we don’t apologise for). We have one of the largest hots section in the world, and as always, the more the merrier! Diablo 3 - Currently we are running Rift's on every torment from T1 to T6 and split farming bounties. Making and gearing up all our character for season 2. Come and join us now! The new Season Leader boards needs to be filled! Archeage– We are playing on east Continent: Harani or Firran and are the proud lords of massive swathes of land and many a mighty castle. Other games we also play are: DOTA 2 Infestation - Survivor Stories FFXIV DayZ Minecraft H1Z1 Simple as that, so get over to the site now! Post below if you have any questions, about the game or about the community, we are always happy to help and want to have an open discussion with people who would like to join in on the fun. See you on the rift! // Konvictgaming.com
  3. Enter our Steam group's game giveaways for free: http://steamcommunity.com/groups/nfservers
  4. Hello everyone! We are a community of like-minded people from all around the world, Just looking to have fun in a relaxed and mature environment. What makes us different? We respect and stand-by the qualities that were founded on: respect, fairness, appreciation for our members and good honest gaming fun. All of our members practice these same qualities amongst each other; whether they're the newest recruits, the part timers or the longest standing members - we're, in essence, a family. This is why Hyperfall was created! We put our members first and try to create a place that anyone can enjoy, Troublemakers need not apply! At Hyperfall we are a muti-gaming clan meaning we don't tie ourselves down to one game , as we grow in numbers we will invest in more servers so you and other members can play the games you love in a server and environment hosted us. To become a member we do ask that you complete a short application out which can be found on our forums. This is to make sure that only people who genuinely want to meet others and have a good time stay intsead of those whos intention is to be a troll. Don't just take our word for it, give us a try! TeamSpeak 3: ts.hyperfall.org Facebook: https://www.facebook.com/Hyperfall-Gaming-1602918029980298/ Steam Group: http://steamcommunity.com/groups/hyperfallgamingcommunity Website: http://hyperfall.enjin.com/ Cheers, Sheepy!
  5. http://i403.photobucket.com/albums/pp114/wulfie2008/KrjKhnj_zpso3fcgdyp.pngThe Fighting 13th community is recruiting for new members!! - http://fighting13th.com [fighting13th.com] (fairly new website) The Fighting 13th was established July 21st, 2009 (under 13th MEU moniker before) and been active ever since. We have 200+ members from all over the world (see our member map) for the different games we play. We are a casual clan open to all who meet our requirements. We do a fair amount of competitive gaming and partake in and host events and operations. We give our rates/ranks for leadership and experience and there are dozens of awards you can earn to be showcased on your profile and posts. We value teamwork, respect, community, camaraderie, and the main goal of having a blast with each other, whether late nights or throughout the day. ​Example of some of the games we play - CS:GO / ARMA / War Thunder / LoL / World of Warships / Battlefield 3/4 + many more. We are looking for those: 1) 17 years or older 2) Who own a working microphone (TeamSpeak 3 as well) 3) Who enjoy teamwork 4) Who can behave but still have a good time 4) Able to commit a few hours each week for clan activities Our TeamSpeak address: fighting13th.teamspeak.org | If you're interested in joining, just register on our website and reference wulfie and somebody or myself will help out. visit this link to get started: http://fighting13th..../34-apply-here/ [fighting13th.com]
  6. Website: http://www.deathshepardsgaming.com/ TeamSpeak: ts3ds.ts.nfoservers.com Leader: DEATHREP #USMC Main Server Modes: Garrys Mod, Counter-Strike: Global Offensive,Counter Strike: Source Current Servers as of 09/10/2015 Garrys Mod DarkRP- CsGo FFA: CsGo Minigames: CsGo Bhop: Garrys Mod TTT: Garrys Mod Murder: Counter Strike Source Minigames: Minecraft:minecraftserver.game.nfoservers.com:25565
  7. http://absgaming.net/wp-content/uploads/2015/04/newtsbanner.png Absolute Gaming Website: http://absgaming.net Team-Speak: absgaming.net What is Absolute Gaming? Absolute Gaming is a gaming community focused on providing every player with a unique, fun, safe, and secure gaming experience. There are many different types of gaming communities out there but what makes Absolute Gaming different than the rest is the community, how it's managed, and what we can offer you. Our community is comprised of gamers, students, teachers, parents, brothers, sisters, and friends. We truly care about each other and love hanging out together. It is managed by a group of 6 Admins who make decisions based on what is best for you and the Community as a whole. If you want us to start sponsoring a game, help you find a ranked team, give you a private channel where you and your team can practice all you have to do is ask! We strive to listen to you and want you to be as happy and content as you can here! If you need tutoring for school we have teachers on the server that will help you! Anything we aren't offering or you would like to see all you have to do is ask! What type of gamer is AG good for? Casual? Serious? Very Serious? We have gamers of all types! What can we offer you? Private Rooms on our Teamspeak Private Team Rooms on our Teamspeak In-houses and fellowship Casual game nights (where we play Cards Against Humanity, Online Board Game, Town of Salem and more!) Tournaments for League of Legends (RP Prized!) -See further down Streamers/Streaming Channels and Support on our website! Coaching Tutoring and more! Tournaments we offer for League of Legends: 5v5 Solo Entry Tournaments every Friday and Saturday 3v3 Solo Entry Tournaments every Monday 5v5 Solo Entry Tournaments every Wednesday Prizes for the Tournaments: First Place: 1600 RP, Ryze, Triumphant Ryze, 4-Win IP Boost (for every player that plays in the final round) Second Place:1200 RP, 4-Win IP Boost (For every player that plays in the final round) Third Place: 800 RP, 4-Win IP Boost (for every player that plays in the final round) Fourth Place: 400 RP, 4-Win IP Boost (For every player that plays in the final round) Times for League of Legends Tournaments?: Solo Que Tournaments (Friday, Saturday, and Monday) ▬Registration▬ 8:00 pm EST- 9:00 pm EST 7:00 pm CST -8:00 pm CST 5:00 pm PST – 6:00 pm PST ▬Games Begin@▬ 9:15 pm EST 8:15 pm CST 6:15 pm PST Times for Wednesday Tournaments: ▬Registration▬ 7:00 pm EST- 8:00 pm EST 6:00 pm CST -7:00 pm CST 4:00 pm PST – 5:00 pm PST ▬Games Begin@▬ 8:15 pm EST 7:15 pm CST 5:15 pm PST Requirements to become a member: Have Team-speak 3 and a working microphone (we are primarily a Team-speak community) Be a gamer Have fun and obey our server rules (which is basically be nice!) If any of the above interests you I urge you to give us a shot. Let us try to show you what we are all about! Come play games, meet people, make friends, and have fun with us. There is no application process and you do not have to register on any website. Just simply join the Team-speak and have fun! New to Team-Speak? Read below! To connect to our teamspeak, you first must make sure you have the teamspeak application found here (http://www.teamspeak.com/). If you don't, its a quick and easy download. Once you have teamspeak, in the upperleft corner where it says "Connections" put in the address listed above and hit connect! It's as easy as that! Thank you for reading! If you have any questions, comments, or concerns feel free to add me in game, Come on our server, or post here! -Absolute Gaming Staff
  8. New update has been released for Counter-Strike: Global Offensive Beta. 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. Click here to view the article
  9. Release notes for 8/15 Update: UI: • Added Message of the Day • Added a message when running without Steam to inform the users that the game requires Steam to be running. • Added support for radar user message breaking up into several messages to allow for servers with large playercounts to not break user message stream when encountering too many entities. • Updated the scoreboard so that if a game has a max of ten players you will see a compact scoreboard. • Update to HUD voice status - darkened chat background from 32% opaque to 45% to increase readability of messages. • Leaderboards input device filter now defaults to mouse and keyboard. Bug Fixes: • Fixed a bug where a dash was displayed when there was no score in the scoreboard. • Fixed an issue with the HUD scaling not working with some elements. • Enabled controller sampling regardless of input lock. • Fixed several vgui fonts being too large at larger resolutions. • Ignore low violence registry settings for CS:GO since we have no low violence regions. • Fixed winning text not getting updated for arms race. • Fixed win panel misalignments. • Updated the scoreboard to fill from top to bottom for the order of players joining. • Updated the scoreboard - moved the nav buttons up when you play with 10 players. Added a more opaque background. Community Support: • Added convars for better server customization: o mp_solid_teammates - Determines whether teammates are solid or not. o mp_free_armor - Determines whether armor and helmet are given automatically. o mp_weapons_allow_zeus - Determines whether the Zeus is purchasable or not. o mp_halftime - Determines whether or not the match has a team-swapping halftime event. • Omitted reference to ranking or matchmaking from button warning. View the full article
  10. Release notes for 8/14 Update Gameplay: • Addressed recently reported performance issues. • Living players can now hear the dead spectators in Casual game mode. Effects: • Improved muzzle flash dynamic light performace and optimized bullet hit impacts effects UI: • Added options to select the position of the steam toast notification. • Fixed an issue with the Scoreboard where it was not showing a Tie or Loss properly. • Fixed an issue where players were not getting updated in the Mini-Scoreboard. • The Money HUD element now flashes more when it increases. • The Scoreboard now allows you to view a player's profile. • Updated the Alerts and Win panel spacing to match each other better. • Updated the Win panel to be overall smaller and streamlined in all the states for modes. Bug Fixes: • Fixed an issue in the HUD player count where players who left or changed state quickly were not getting updated in the scoreboard as such. • Updated the Play With Friends screen to enable the private/public toggle. • Boot invites should now be accepted after the game loads from an invite click in steam message. • Fixed description text for the Achievement: Awardist. • Fixed server crash caused by taking environment (falling) damage while defusing. • Fix for firing delay after weapon switching during a reload. • Fix for cash awards not be applied properly for grenade kills. Matchmaking: • By default the input device is locked to keyboard and mouse. Community Support: • Fixed a bug where custom server map lists wouldn't populate if CT models werent specified. Server now sends information about slots, models, arms and maplist before serverinfo so that correct models could be loaded. • When hashing the community server response we take into account game mode/type/numslots so that we rebuild extended kv when mode changes, but the map remains the same. • Added commandline argument "-maxplayers_override" that, if exists, trumps any maxplayers values read from gamemodes files. • Added -gamemodes_serverfile command line parameter that allows specifying a file other than the default gamemodes_server.txt • Network stringtables will not be using dictionaries on community servers even if convar is enabled. This allows clients to actually download map since resources are referenced by strings and the client will not have the dictionary until they have the map. • Client will defer .bsp file preload until after required resources are available. For the case of a missing map, this allows the client to reach signon state "new" and kick off downloader thread while retaining their spot on the server. This allows community servers to essentially run 3rd party maps that clients will download when played. View the full article
  11. Gameplay: - Update to bot aiming system. Players should see a substantial decrease in the ability of bots to get perfect shots on moving targets, especially at lower difficulty levels. Bots now can react poorly (or well) to enemies that are dodging/strafing, and also must now account for their own movement while shooting. - Moved the setting of maxplayer from maps to modes in gamemodes.txt. - Increased Casual money rewards, per Beta feedback. - The difficulty of the upper tier bots has been increased. - Updating movement values to community vetted numbers. Thanks Wombo! Weapons: - The max penetration distance has been increased to 7.5 feet. - Increased recoil of the AK-47. - Slightly lowered recoil and increased accuracy of the Famas. - Increased armor penetration and increased damage of the MP7. - Increased damage and increased movement speed of the SSG08. - Decreased accuracy of the Tec-9. - Increased damage of the UMP45. - Fixed the “quick switch exploit†that allowed players to bypass slow weapon cycle times by switching weapons. - Increased the duration of the AWP deploy animation to 1.25 seconds. - Reduced the strength of the flashbang. - Berettas no longer shift horizontally when their accuracy changes. - The SSG08 texture has been updated. - Added rumble effect to knife. - Fixed grenades becoming stuck on players or inside them when thrown from within a player volume. - Changed grenades to bounce more realistically off of players. - Players should no longer be able to boost off of grenades. - Reduced the opacity core radius for player standing inside a smoke grenade. Animations: - Updated the AWP viewmodel firing animation. This was inspired by community feedback that suggested more towards-the-viewer recoil and less vertical recoil. - Added some recoil to the SSG08 rifle viewmodel firing animation. - Updated the 3rd person CT firing pose for SSG08. This fixes major shoulder and elbow popping, minor forearm popping on transition between firing and idle while crouched. - Updated the following viewmodel firing animations: -- Berettas -- AK-47 -- M4A4 -- Desert Eagle -- Galil AR UI: - Added full screen windowed mode to video options. - Removed Quick Match from the Play Menu. - Updates have been made to the Vote UI: -- The vote thumbs and counts now also display on the vote result, so you get a summary of why it passed or failed. -- Now when a vote fails because it was cast recently, we show that warning message before we would show the failure for an individual voter recently casting a failed vote. -- Fixed the result numbers sometimes not showing the very last vote that caused it to succeed or fail. -- The player list is now scrollable when there are more than 10 selectable players. -- Added a new convar - "sv_arms_race_vote_to_restart_disallowed_after" that should be set to the weapon level after which no restart match vote will be accepted. This convar is currently set in GameModes.txt for each of the modes of play, and is set so that a vote to restart will work until someone reaches the knife level. - Updated the text for the Loading screen hints. - Updated weapon grind achievement descriptions to match their new values. - Now when you drop a weapon voluntarily, a message pops up letting you know it was dropped. - A message stating you cannot drop an item will now display when you try to drop non-droppable items. - Armor and helmet icons have been updated. - Updated the hit area for menu buttons that prevents the buttons from flickering between up and over states when cursor is near the left edge of the button. - Updates have been made to the Warmup panel: -- The Warmup panel never comes up if it doesn't have a value to fill out the number. -- The Warmup panel now properly clears when the UI clears it, so it knows to come back up again when necessary. - Offline with Bots match set up screen now uses different icons for "Random" map groups based on the chosen game mode (Arms Race, Demolition or Classic). - Updated the Options menu to use wider text fields. - Updated the T icon. - Update to the options screen slider control: -- You can now double click the box to select the whole number string. -- You can now put your cursor in the middle of a block of numbers to start editing it in the middle. -- When you are sliding the bar, the number will update as expected. -- Improved the highlight in the Achievements screen. -- Added ability to page through the categories in the Achievements screen using Page Up and Page Down keys. - Scoreboard improvements: -- Updated the Win Banner to be more in line with rest of UI. -- Added highlight for player selecting. -- Added mute icon. -- Added a Team Switch icon. -- Generalized the "dead" visual state in the scoreboard so the row is dimmed regardless of whatever other states that player is in (previously it wouldn't dim if for example, you were also dominating that player and they were dead) -- Updated the Vote panel UI to use checkbox/x iconography instead of the thumbs up/down. -- The radar maps were updated for the SE versions of Aztec, Dust 2 and Nuke. -- The Terrorist Buy Zone indicator on the radar image for Dust2 and Dust2 SE has been updated. -- The opening upfront movie art has been updated. -- Added a Join Game Button to the Play With Friends Lobby. -- Increased the font size on Vote result panel. -- Brightened the player outline in the Mini-Scoreboard. -- The Match Set Up screen now hides the arrows in the map navigation panel when the current game mode includes maps or map groups with only one map. -- Fixed issues with the Recently Unlocked Awards. -- The Recently Unlocked Awards panel now uses a time window (currently 5 days) to determine which Achievements to display. -- “Screen Resize†is now labeled as “HUD Resize†in the Advanced Video Settings screen. -- Fullscreen menu screens now have animating background and foreground elements. -- The ‘Team Full’ messages on the Choose Team screen now display longer. -- Spectators will no longer see “Your Team Lost†in the Scoreboard. -- Radio commands are now updated for the new audio commands. -- Overhead alert icon is brighter, a bit more saturated and easier to see. -- Removed "Play Distance" option from the menu and replaced it with HUD scaling bar and viewmodel display position default. -- Added a key bind to ‘Start a Vote’. -- Moved Viewmodel settings to the Game Settings menu. -- Removed delay on death notices. -- Updated colors and bg for readability. -- Increased number of death notices to seven total and made them stick around a tad longer. -- Increased the number of characters before truncating in the death message. -- Player clan name is now shown in the death message and id's panels. -- Updated Achievement chat colors to current scheme. -- Tweaked death message colors again to bring them closer in line with others. - Scoreboard update -- Now accommodates 24 players. -- Scoreboard no longer hides all other UI elements. -- Fixed Z order for a variety of panels which now allows the chat to draw on top of the scoreboard. -- MVP stars are now broken out in the scoreboard. -- Added ping column. -- Added dollar signs to the scoreboard elements that are represented in dollars. -- Fixed other players showing your local clan tag on their target id name. -- The server name now shows in the scoreboard. -- Showing Elo brackets in scoreboard for casual mode. -- Added Cost per Kill column to the scoreboard. - Added Community Quick-Play button to PLAY sub menu. - Made HUD team color adjustments to make them more uniform. - Created an additional function to set team colors for "additive" drawing because different HUD elements used the same color values, but rendered them differently. - Fixed the chat panel to more-or-less match the position of the voice/info panel. - Added the Community Server Browser to the Ingame menu under the title "Browse Community Servers" - Added a content warning message before displaying Server Browser. - Chat UI update: -- Made the in-game chat window smaller. -- Fixed the scroll bar on the ingame chat. -- Chat input UI now makes a sound when too many characters have been typed. -- Updated the max number of characters to be1024. -- Allow numpad ENTER key to close the chat window. - Added keybindings to ‘Autobuy’ and ‘Rebuy Previou’s. - Shortened binding label “ESCAPE†to “ESCâ€. - Added keybinding to buy menu's 'CLOSE'. - Added the ‘Dust Mission’ to the match set up carousel. - The mini scoreboard now supports more than 10 players. - The mini scoreboard now uses the server's num players instead of being hard coded. - Modified scrollable player/map list in "Call Vote" panel. - Made scrolling thumbs bigger. - Modified scrollbar buttons to be more like standard buttons. - Update to Choose Team screen: -- Screen can now show up to 24 players. -- Added names to the avatars on the team select screen. - Fixed the radio panel to position correctly under the money panel again, but will never overlap the health panel regardless of screen res or safezone settings. Maps: - A collision model update has been made to props on all maps. - Aztec -- Reduced foliage prop popping. -- Refined area for the bomb zone area graphic indicators on the radar map. -- Added collision at the bombsite to prevent bomb falling into a crack in the geometry. -- Fixed some terrain seams near bomb site B. -- The planking on scaffolding has been moved so it is no longer a navigation hazard. A physics clip has been added to the upper planks to prevent bomb from being trapped there. -- The Nav mesh has been updated. -- Clipped off microledge on T side of double doors. - Shoots -- Adjusted collision to allow players to jump cleanly thru windows. -- Clipped the space behind sandbags on center platform. - Baggage -- Moved spawn points back against wall to help prevent spawn camping. -- Allowed for random spawning between all 20 possible spawn locations. -- Removed a floating bottle prop. - Dust -- Fixed a tight collision spot above the van in the tunnel. -- Updated the pillar model. - Dust 2 -- "Tunnel Stairs" is now “Long Doors†-- Refined Radar Map Bomb sites A and B image locators. -- Fixed a collision problem at the scaffolding by bombsite A. -- Updated the pillar model. -- Extended fade distance on mid-barrels to prevent double door snipers from seeing through them. Thanks, VeryGames. - Bank -- Players can now crouch jump through the drive thru window of the bank building. -- Bullet decals now work on the interior surfaces of the safe. - Inferno -- Fixed a bug where a tree was growing out of a trash pile texture near Logs. -- Fixed a bug where a Bot with the bomb is unable to get out of the fountain at bombsite B. - Italy -- Tuned the Nav mesh. Fixed several jump-over-fence issues and the big issue with bots not navigating down from the hostage balcony. -- Changed Italy wine pallet collision type to cardboard. - Office -- Fixed the harsh lighting glitch in Garage near Back Way. -- Fixed the Bots getting stuck when traveling over counter tops. -- Moved the ashtray back into a corner which should fix an issue with the hostages getting stuck when exiting the building. - Nuke -- Updated the language on the radiation warning signs. Changed 'radioactiv' to 'radioaktiv!' and 'Kein Zutritt' to 'Kein Zutritt!' -- Updated the Forklift prop. - Train -- Fixed some missing ladder Nav areas to help bots climb up on ends of flatcars. -- Added new ladders to sides of bombsite train cars, adjusted biohazard straps to not be in the way of the middle of the cars. The bomb should now be plantable and defusable in the middle of each car. - Shorttrain -- Cleaned up Nav mesh. Deleted orphan areas, fixed bad jumps, fixed stale Nav mesh over missing geometry, and made tops of trains "avoid" areas. -- Fixed a bomb placement bug on shorttrain. -- Added ladders to the middle of each side of the flatcars, added ladder markup, and moved struts out of the way. -- Fixed weird geometry that was floating in mid-air on the flatcar model. Audio: - New Voice Overs added for Terrorist and Counter-Terrorist units. - Fixed the looping ambience for Lake. - Players grabbing a hostage, planting a bomb, defusing a bomb, and players close to a bomb that is about to explode now all say something over the radio informing their team of what's happening. - Player now brags over the radio when he's dominating someone. - Players now cheers over the radio when the win scoreboard is up when the match is won by his team. - Fixed a bug in the exponential panning mode. - Added snd_headphone_pan_mode and snd_speaker_pan_mode convars that specify using 0 = exponential, 1 = equal power, 2 = GoldSrc (trigonometric) for both headphone and speaker monitoring situations. This differentiation is important for setting system defaults and we may even consider differentiating surround circumstances as the speaker positioning does. - Split front/rear speaker position options for stereo versus surround. In CS:GO, stereo speaker configurations are going to want the broadest range of positional data, whereas surround systems should default to 45 degree corners, which gives both resolution and sensitivity. Adding these was largely so we can supply the best default settings possible. - Default panning method is now based (again) on an exponential curve but with an adjusted 1.22 exponent. This not only makes for less inter-speaker blurring but was determined to be the flattest xfade response in decibel level testing. Equal power remains as an option. - New convar options have reasonable doc strings. - Added snd_speaker/headphone_pan_radial_weight, which applies the "GldSrc" stil cosine weighting but weighted by this float convar. this allows for 1.6 style side weighting but with the exponential center weight allowed by exponential mode. - Removed all dsp from first person weapon sounds. - Added burn damage sound entry start operator to block subsequent damage sound for 1.0 seconds. - Crossfade from "near" gunfire to "distant" gunfire is now smooth, fixing the bug wherein distant sounds first got quieter then louder the further they were from the listener -- Added exponential function to the "near" / "distant" crossfade operators. -- "distant" weapon fire mix group has been increased significantly to offset the reduction in decibel levels. - Added "pow" function to math operator to facilitate non-linear crossfades in operator stacks. - Added a parameter that discounts "player sound" status when determining the distance of a sound that is currently hardcoded into the operators system ("source 1" legacy).. "force_not_player_sound" - Changed all of the new sounds spatialization options to use the following denial test if(sv.IsActive() && !sv_cheats.GetBool()) -- This prevents players from changing their settings during a non-cheat enabled game but allows them to tweak them during a cheat enabled game. - Fixed a bug that was always playing the AK47 sounds from the same location - Famas - lengthened sound to smooth the 3 shot burst - Small edit to the ak47_shoot, rate at beginning of wave lengthened and pitch slightly lowered in this area as well. - Re-authored the footsteps to increase clarity and remove mush, they are also louder and now more distinct within the world. Effects - Fixed a bug with the weapon shell eject effect. The highest-quality level of the effect (which usually accounted for the first three shots fired in a sequence) was using some complicated stuff for the shell bounce that was inadvertently sending the shell flying off in wrong directions at high velocities. The bug was observed on the AUG (rifle shell), but was also present on several other types of shell ejects. - A bunch of hit impact effects have had some of their previous POW restored. - Blood impacts are less randomly angled and more obvious overall now. - Updated tracers speeds. - r_drawtracers_firstperson is now visible and archived and fixed. - Smoke grenade effect now has reduced draw order issues. - Smoke grenade effect no longer has a great disparity between the screen fog effect and the world fog sprites. - Reduced the length of time the particle smoke/dust lasts after an HE grenade explodes. - C4 explosions now have a core explosion that happens right at the bomb itself (so it doesn't look odd when you are spectating or defusing it when it goes off) - Spectators and observers now have a significant reduction in flashbang effect done to them. General Bug Fixes: - Fixed player interrupting another player defusing the bomb by walking in front of them. - Fixed player names running too long in the call vote kick player panel. - Fixed a bug in Arms Race where switching teams put a bot in the Spectator team. - The G3SG1 model now has the safety switch set to 'F'. - The Galil AR model no longer has the light burn on the side plate. - Fixed issue that let the player crouch and slide around with C4. - Fixed the penetration code checking a minimum distance of 2 feet after the first impact for the next impact to happen (this fixes surfaces getting ignored if the first wall penetrated was less than 2 feet think - which is pretty common) -- The material blockbullets_cs now completely blocks bullets regardless of penetration. -- Maximum penetration distance has been reduced from 10.6 feet to 4 feet. - Fixed a bug in Demolition mode where bonus grenade rewards were being called out as achieved but not always given. - Fix for bug where a spectated player with the AUG/SSG zooms in, the spectator sees the muzzle of the weapon. - Fix for z-fighting on Phoenix arms at the wrist on the left side that occurs when carrying the knife and looking directly upwards. - Fixed the radio "!" showing up above your own head when you issued a radio command - still shows over other players/bots heads. -- Adjusted color of the overhead "!" radio icon to match the HUD scheme. - Restricting 'The Cleaner' and 'Ballistic' achievements to classic mode. Updated description strings to reflect that. - Restricting 'Friendly Firearms' achievement to classic modes. - Restricting 'Base Scamper' to Arms Race mode. - Fixed incorrect Arms Race achievement descriptions. - Fixed a message displaying that you can't plant bomb if you had the C4 selected and used anything (door, etc). - Fixed the C4 button press beeps continuing to play if you started arming the bomb and got killed. - Fixed the bad max value for zoom sensitivity in the options screen. - Removed the custom bind for the Zeus in the options screen. Moved knife/Zeus bind down with the rest of the specific item binds. - Warmup mode will no longer happen in an offline match now. - The game won’t ignore spectators when deciding to end the Warmup round. - Fixed the Demolition gun progression panel not showing up if you were controlling a bot at the end of the round. Also fixed the progress displaying incorrectly. - Clicking on the slider bars in the options screens will now change the slider value as expected. - Fixed a button/popup conflict occurring upon selecting "Restore Defaults" option. - Fixed the audio reset option not persisting. - Fixed a bug where exiting the video settings screen applies your changes even if you click "no". - Fixed a bug where mouse dragging on an option menu slide control resulted in the control being highlighted but not responding to left and right keyboard commands. - Fixed a bug where it was impossible to apply settings changes in options menus using controller. - Fix for first person view weapon not showing up when spectating in Arms Race. - Fix for Safehouse and Shorttrain Map Veteran Medals not working. - Fixed revenge count achievement not progressing in Demolition mode. - Fixed a case where the Arms Race message, "Alert - You are the new leader" was displaying in Demolition mode. - Fix for the Friendly Firearms Achievement being unattainable. It could not be unlocked if the weapon was not purchased that round. Now the game tracks the prior team ownership when a weapon is dropped. This enables the game to know if a weapon was ever owned by a given team. This value is now used to determine if and when a kill is made with a weapon that once belonged to the killed player's team. - Fix for friendly fire messages not including the (BOT) prefix. - Arms Race now shows the correct next weapon when you start a new game. - Fixed case where if your vote failed previously, you wouldn’t get the vote button strings on the next vote cast by another player. - Fixed potential bug where some players wouldn't get a voting dialog panel when others cast a vote. - Fixed the Taser range to target indicator where the reticule changing from Green to Red didn’t match the actual range of the Taser. - Fixed losing mouse focus when in the Achievements menu while a map change occurs. - Fixed the Radar line of sight being unaffected by doors. - Fixed the player being unable to see the radar icon for the bomb they dropped if they took over a bot. - When scrambling teams during Demolition Mode gameplay, we now reset the game data when the round restarts. - Fixed third person weapons not animating. - A fix was made to ensure the [E] Takeover Bot navigation hint is not displayed on the spectator menu inappropriately. It was shown when you changed teams mid round, even though you couldn't actually take over the bot. - Fixed a performance issue caused by changelevel being invoked twice after a change level vote. - Fixed a crash that would allow a server operator to crash clients with bad vote commands. - Fix for the vote UI not sorting to the background when the user opens the buy menu. - Fix for the Call Vote popup disabling the Left and Right arrow keys. - Fix for the Voting UI putting mouse focus back to the game while team select screen is open. - Fix for not being able to vote while the achievements screen is up. - Fix for a scenario where stepping into molotov fire sometimes turns the screen black. Reduced opacity of screen-space smoke effect at the molotov's core from 1.0 to 0.75. -- Also removed some extraneous tings from the molotov explosion and reduced the lifetime on the molotov inferno's embers, which were artificially enlarging the effect's bounding box. - Fix for bound key picking the wrong grenade. - Dropped weapons fly slightly more upwards when thrown from a dead player - Fix for some MVP issues. The game still disallows controlled bots being the MVP, but players are allowed to be chosen MVP. This fix displays the player name correctly as well as allowing players to be selected even if they've taken over a bot. -- This also fixes Top Kills being broken when you take over a bot. - Hostages break glass that they touch now. This fixes hostages in cs_office getting stuck trying to run through the big panes of glass sometimes. - Tightened tolerance for CSBots to defuse the bomb. Fixes edge cases where bots think they are close enough to defuse, but are not so they stand there like zombies. - Fixed the ragdoll force being too high. - Fixed the Buy Menu inventory not being populated or correct when you first open the buy menu. - Fixed the preview panel in the Buy Menu not showing preview data (can buy, owned, etc) - Disallowing five achievements in Arms Race because they did not make sense or were too easy to unlock for that game mode. - Fixed a bug where your inventory display wouldn't get updated properly in some cases when you took over a bot. - Fixed a bug where a bot was issuing the wrong radio commands after the new radio code implementation. - The game will no longer show a "Game Commencing" message when the game starts. - Fixed a bug where last known nav area could stay permanently NULL due to a bad traceline on displacement terrain. We now trace from the player's WorldSpaceCenter() downwards instead of their GetAbsOrigin() (their feet). - Fixed bug with CNavMesh::GetNavArea() that would return NULL if a nav area was below the ground at all. It now allows for StepHeight (18 unit) tolerance below ground. This was causing CSBots to sometimes go "zombie" and stop moving, particularly at spawn at round restart. - The game no longer shows "Rounds Left" in the scoreboard when playing Arms Race. - Fixed the game mode label having a " - " in the Scoreboard. - Fix for bug in de_train where shooting while strafing + crouching on the green dumpster prop causes unintended behavior. - Fix for errors and warnings console spew in de_inferno. - Fix a race condition in the main menu animation if you enter a submenu and immediately cancel out of it while the main menu is still closing - Fixed case where the earned Achievements in the Win Panel wouldn’t clear their images so if you earned multiple Achievements in one round and only one in the next, the ones you earned in the last round would still show on the panel. - Fixed a memory overrun when a second controller was connected. - Fixed 'One Shot One Kill' awarding based on second bullet kills. - Changed 'Medalist' to award after 100 medals instead of requiring 100% completion. - Fix for a bug where pulling the network cable on your PC while ingame eventually triggers Steam signout, taking you back to the main menu. - Fixed issue where we were displaying the raw map name before transitioning to it when the match ended. This was also fixed in the vote panel. - Fixed HE Grenade/ molotov not recording kill stats. - Fixed linux DS crash - for pc, we show the raw map name in the chat when we announce the next map just like we used to because we can't assume we know that map name has a localized token. - Fixed logic bug that would not correctly cancel-out splashes when the player was running. - Fix for duplicate game instructor messages displaying when rescuing the hostages. - Fix for target ID over a player displaying default "target area" text. - Fixed the thin lines showing on the target IDs before the first time they were filled in. - Changed “War Bonds†Achievement to $50,000 earned. - Fix for bug where user is spectating through the POV of a recently disconnected/quit player, they will be able to see out of world once their character despawns. - Fix for a bug where opening the Scoreboard while in the Choose Team screen shows a camera view of the map floor. - Update to Awards screen to fix confusing flashing awards. - Fixed vote success panels showing bad result data if a vote was cast for the other team only. - Fixed slow orbiting camera movement when using a controller in 3rd person spectator camera view. - Fixed a performance taxing bug where some icons were getting destroyed and recreated each frame if you were a terrorist on a hostage map. - Fix for auto-disconnect message in the HUD going away permanently when the game is paused. - Fix for player being unable to hear knife deployment sounds when deploying the knife while standing on certain properties. - Fix for deploy sound for knife not playing when secondary weapon is dropped. - Fixed a bug where a player would connect late to a dedicated server when the warmup period was already in progress but wouldn't see the warmup panel at the top of the screen. - Fix for voting failing with 6/10 simple majority. - Fix for the Current World Ranking leaderboard mouse over region for individual rows being too large. This caused the incorrect row to be selected while clicking or moving the mouse around the screen. - Fixed bots exclaiming at the start of a round whatever state they were last experiencing when they died or at the end of the previous round. - Fixed a bug where the player was able to switch teams over and over and take control of bots in a game session on a dedicated server. - Fix for a bug where a hostage appeared illuminated on the radar after it was killed. - Fix for incorrect game settings description displayed in loading screen when connecting to a map. - Fix for bug where bot takeover in the middle of a grenade throw results in an extra grenade. - Fixed two edge-case crashes for bot takeover when the bot has no weapons. - Fix for bug where throwing grenades on certain slopes will result in them slowly skittering down the slope rather than coming to rest and exploding. - Fix for a bug that made it possible to throw smoke grenades in such a way that teammates can enter the smoke radius without seeing or hearing the smoke, completely immune to its effect. - Fixed the brightness value slider showing values from highest to lowest. - Fixed SECOND and SECONDS in the "match is restarting" alert being hard-coded and not localized. - Reworded the description of "First Things First" and "Target Secured" Achievements to match what the code expects you to do to achieve it as they were perceived as unawardable. - Fix for scenario in Demolition mode where after killing an opponent the bonus grenade pop up or next gun pop up will block the user's reticle hindering aiming. - Fixed bomb planted instructor hints showing up for a frame and then going away most of the time. - Removed account balance requirement from the “Killanthropist†Achievement criteria. - Fixed new modulated decal art not having enough contrast to make it work with the modulation shader and made a bunch of decals really hard to see. - Fixed cl_spec_mode not saving the player preference so it always reset you to the default spec option. - First person spectator is now the default for all modes. - Fixed throwing weapons landing too short or too high. - Fixed case where if the viewmodel gun barrel traced through a solid object on its way to the impact point, the tracer would interpenetrate that object and make shooting feel off or fake. - Fixed dlight muzzle flash being in the wrong spot (the attachment points on viewmodel never return the proper world position). - Fixed the Scoreboard delay that prevented fast toggling. - Fixed the Scoreboard getting stuck in a toggle state if you weren’t alive. - Fixed the whole screen going blurry when the bomb exploded if you were not killed by that bomb. - Fixed HUD scaling getting stomped by the play distance convars (which aren't used anymore). - Fixed the cl_showloadout convar not getting respected if it wasn't actually toggled in that session. - Flashbangs now make a scorch on the ground to show where it went off. - Dropping the connection to Steam shouldn't drop you to front end on PC/Mac, whether you're in an offline or online game now. - Dedicated server now sends mapgroupname so the client has the proper mapgroupname to send back to DS. - Setting your sound configs to default now sets your speaker option to the optimal setting based on what windows is set to. - Fix for when a player is locked into a controller on pc not being able to use the chat. - Fixed right edge of death message sticking off end of the safe area. - Fixed regression that was preventing Achievements from being announced in the chat channel. - Fix for the background around chat not accommodating very long lines of text. - Fix for CT bots in Lake standing on the kitchen counter, attempting and failing to go through a window. - Fix for bots in Train getting stuck on a ladder. - Fix for bots in Nuke jumping on crates for many seconds. - Fix for the game instructor "plant bomb" hint being displayed twice in bombsite B of Train. - Fix for a bug in the Buy Menu where the first time the buy menu is opened, all categories are grey (indicating available) when some items should be red to indicate that they are not affordable at that time. - Removing this convar [ CSGO - sv_allow_lobby_connect_only ] for CSGO build, since we would like lobbies to always be associated with servers for community matchmaking. - Removed setting of maxplayers before every session. - Disabled maxplayers command, server now sets min/max/default maxplayers based on server.dll - The game now forces extra spectator slots to 2. - Kick a bot that a player is controlling now reverts the player to essentially display as alive. However, their stats still do not change until they are alive again properly - Better logging info when a file fails the sv_pure check. - Added support for the chat to use the same rules for chat visibility as is used for voice audibility. - Disabled mode-based restrictions on showing Elo rank in scoreboard. - Fix for vote UI having incorrect maps listed if the server runs custom map groups. - Fixed some HUD elements not getting scaled properly. - Play With Friends update: -- Hooked up Steam page button. -- Made mouse click get correct IDs for Invite and Join states. -- Made Join states show correctly. -- Removed team play option. -- Fixed the toggle for Private / Public option. -- Fix for the Kick player function. -- Kick now shows the correct ‘kicked’ text string. - Fixed an issue where tracers were coming from the wrong spot when spectating. - Now return correct number of max human players for server browser and master servers. Matchmaking: - Added a convar:mm_session_search_distance which allows us to bump session search distance to be able to find lobbies on Steam Beta (set to >=1). - Fixed the search to not use -1 for numSlots, to not use a filter on numSlots and to not use bypasslobby, but rather use game state filter. - Fixed dedicated server reporting numSlots no greater than 16 even when running PC casual with 20 slots, will still need to do client-side work to not stomp that value. - Fixed a bug where Korean characters could not be typed in chat. - Fixed several bugs with session slots: -- When transitioning from PWF lobby to an official dedicated server we increase members limit to 20. -- Dedicated servers now report numSlots representing max human players - Session created based on information from direct connect to community server will now preserve number of slots defined by the community server. - Fixed a memory leak for searches that produce no results from play with friends. Message information about no results available only shows for community quick play, otherwise a new game is created without notifying user about it. - Fixed number of slots not getting correctly set when auto creating a new game from an official matchmaking search that didn't return any results. - PWF happens only on official or listen servers. Play with friends now finds a dedicated server for public game correctly. Community Support - Added a callback into server.dll that can send client messages before engine advances sign on state to connected state. This lets server to pass data to client before client starts loading map and precaching models. - CSGO will send information about viewmodels and player models, max players and maplist down to clients since clients do not necessarily have info about mapgroup and map played by the server. - Community quick play search will no longer attempt to create a new lobby if it fails to find an existing lobby to join. Known issue: - Mini scoreboard occasionally shows the wrong number of players. View the full article
  12. Storytelling tool available free to everyone July 10, 2012 Valve, creator of best-selling game franchises (such as Counter-Strike, Half-Life, Left 4 Dead, Portal, and Team Fortress) and leading technologies (such as Steam and Source), today announced the open beta release of Source Filmmaker (SFM), for free, to everyone. The SFM is a storytelling tool Valve developed inside the Source Engine to create all its animated short films, including those in the Meet the Team series of Team Fortress 2 shorts. The SFM condenses the production pipeline of an animation studio down onto a single gaming PC. To help the community get started, the SFM includes all assets from Team Fortress 2 along with assets from two of the Meet the Team short films. To see the newest and top-rated work being done by the community in the SFM, please visit www.steamcommunity.com/sfm. Click here for more information and to download the SFM. View the full article
  13. Enlisting the community to help select new titles July 9, 2012 -- Valve, creators of best-selling game franchises (such as Counter-Strike, Half-Life, Left 4 Dead, Portal, and Team Fortress) and leading technologies (such as Steam and Source), today announced Steam Greenlight, a new platform feature that enlists the communitys help in selecting some of the next games to be released on Steam. Steam Greenlight will allow developers and publishers to post information and media about their game in an effort to convince the Community that their game should be released on Steam. Greenlight piggybacks on Steam Workshops flexible system that organizes content and lets customers rate and leave feedback. As well as serving as a clearing house for game submissions, Greenlight will provide an incredible level of added exposure for new games and an opportunity to connect directly with potential customers and fans. Making the call to publish or not publish a title isnt fun, said Anna Sweet, at Valve. Many times opinions vary and our internal jury is hung on a decision. But with the introduction of the Steam Workshop we realized an opportunity to enlist the community's help as we review certain titles and, hopefully, increase the volume and quality of creative submissions. Steam Greenlight will be released August 30. For more information, please visit www.steampowered.com/greenlight View the full article
  14. Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Source Engine Changes (TF2, DoD:S, HL2:DM, CS:S) Fixed a problem that allowed spoofed IP addresses to make connections to the game server Team Fortress 2 Teddy Roosebelt can now get assists in Pyrovision Fixed Pyrovision sometimes activating in killcams for more than just weapons and cosmetics Fixed exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt Fixed blood getting sprayed on the world in some cases in Low Violence and Pyrovision Fixed decapitations creating head gibs in Low Violence and Pyrovision Fixed Hitmans Heatmaker headshot not properly getting counted on the scoreboard Fixed tracers being fired for other weapons (SMGs) while in focus Fixed Sydney Sleepers bonus not properly protecting against Decapitating Headshots Added team color to rainbow-showered players in Pyrovision Updated localization files Counter-Strike: Source Added ConVars sv_rcon_maxpacketsize and sv_rcon_maxpacketbans to allow server admins to control the maximum RCON packet size and whether or not users get banned for exceeding that limit. The defaults reflect the existing behavior. Fixed not being able to import custom spray images on Macs Fixed Macs cancelling http map downloads that take longer than 30 seconds Updated the HTML renderer for displaying server MOTD View the full article
  15. • Fixed missing bot chatter • Fixed de_dust2_se.kv models • Activated Play with Friends Known issues with Play With Friends - Private/public doesn’t seem to do anything. - Invite item is disabled in pause menu but still possible from steam. - Can’t invite players into lobby that aren’t already in the game. They will load the game but not be in the lobby, you will need to invite them again. View the full article
  16. 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 • 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. 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  17. An update to Counter-Strike: Source has been released. The update will be applied automatically when you restart Counter-Strike: Source. The major changes include: Fixed a client crash related to dynamic model loading Fixed dedicated server not receiving restart requests when updates are released Fixed IP bans not applying to RCON access Fixed server crash exploit related to audio buffer overruns Fixed server crash caused by using changelevel2 Updated console logging system to minimize opening and closing of files, greatly improving performance under certain conditions Additional improvements for client/server stability Fixed a problem that allowed malicious clients to disable the "ping" and "status" commands for other connected clients Fatal engine errors are now written to the server log file Added sv_lowedict_threshold and sv_lowedict_action which allow the engine to take action before running out of free edictsPossible values for sv_lowedict_action are: 0 - no action, 1 - warn to log file, 2 - attempt to restart the game, if applicable, 3 - restart the map, 4 - go to the next map in the map cycleAdded changelevel_next server command which changes to the next map in the map cycle Added mp_restartgame_immediate ConVar which has the same effect as mp_restartgame without a delay View the full article
  18. Release notes for 5/11 Beta 14 Gameplay • Tweaks to the recoil model based on player feedback. • Decreased the throw velocity for Incendiary and Molotov grenades. They can no longer be thrown far enough to block terrorists from leaving spawn in Inferno. • Removed the ability to exploit the radar data. • The aiming precision now changes back to the standing accuracy state immediately after the crouch button is released as opposed to waiting until you get to a full stand. • Movement speed when entering a crouched state will no longer instantly switch to crouched speed. This should improve crouch jumping. • Added the option to have the very first round in a match have a "warmup period". This gives late joiners the chance to start at the same time as everyone else. • Players who join late into an Arms Race match get the same weapon given to them as the player with the current lowest level in the game. • Changed the default player models to st6 and phoenix; this addresses the issues with error geometry being shown on player created maps. UI • Update to Match Setup screen – selecting the “GO” button instead of the map image will now launch the game. • All offline modes now allow the player to select a bot difficulty. • Server Browser can now be accessed via the “Community Servers” menu option. • The Screen Resize screen in Advanced Video options has been updated. • Fixed a scaling problem with weapon comparison bars in the Buy Menu. Weapon properties now display with the full range of the bar. • The position of the Mini-Scoreboard has been adjusted. Characters • Added GSG9 and Balkan character models. You can see these news skins in cs_office, de_nuke, de_train, ar_baggage, and de_shorttrain. • Dedicated Servers - sv_allow_lobby_connect_only is off by default. - mapcycledisabled is off by default. - Fixed sv_password. - Added Tags column to Favorites tab of server browser. - sv_search_key tag is only added to matchmaking servers to remove clutter from server browser. - "Status" will now report whether ds is official or community. Maps • Shoots - Adjusted geometry to reduce areas where players and bots can get stuck or stand in inappropriate areas. • Dust - Fixed some interpenetrating prop models. • Train and Shorttrain - Clip brush pass. - Removed a number of physics props. - Turned a number of phys props to static props. - Fixed bad fade distances on a number of static props. - Certain static props no longer us physbox. - Removed bar structure. - Adjusted tonemap settings. • Aztec - Tweaked some fade distances to fix objects popping into view. - Added vphys clip to a gap where the bomb could get stuck. • Bank - Set the "sweet relief" doors to not be breakable. - Removed all physics props. - Turned a number of props to static. - Fixed a number of floating props. - Rotated spawn instances so they're facing the correct way. - Fixed a number of bad fades in static props. • Nuke - Fixed a stray triangle in a destroyed door prop. - Fixed odd looking nuclear waste barrels near bomb site B. - Fixed the resolution of the ground texture near T spawn. • Sugarcane - Fixed some bad materials in the warehouse. - Improved the fade distance on a number of props. - Fixed sky brushes that were making geometry in the sky pop in and out. - Made miscellaneous lighting tweaks in dark areas. - Added light fixture to stairwell so players can't hide in the dark. - Moved a large light fixture that was under the bombsite to ease movement. Audio • Update the M4A4 sound. Bug Fixes • Arms Race now updates a bot's difficulty on bot respawn. • A fix has been made to Casual mode where a match tie caused players to spawn into a new round momentarily before the scoreboard is shown. • Fixed a bug in the player id delay and re-enabled it. • Connecting to a dedicated server should no longer show or hide loading screens in weird orders or return the player to the Main Menu screen temporarily. • The loading screen “Continue” button should no longer display after an aborted or failed loading occurs. • Fixed Main menu intro music persisting into games. • The ESC key now closes the “Continue” loading screen. • Fixed a bug in the death notifications where a player's name displayed in the wrong team color if they did damage to a teammate and then that person was killed by an enemy. • Fix for enemy radar icons disappearing after a map change. Misc • Added support for ATI X1000-series GPU View the full article
  19. Release notes for 4/27 Beta 12 Gameplay: • Fixed an issue in the weapon recoil system which caused tighter shot grouping than intended. • Dead players no longer can see bomb or defuse icons on scoreboard for opposing team members. • Recoil impulses are now more consistent for automatic weapons. • The Movement acceleration and stopspeed values have been lowered per pro feedback. • Slightly increased the variance of the recoil patterns. – Updated the recoil pattern for the ak47. • Adjusted the recoil suppression parameters to help tune burst fire. • Fixed an issue which was causing thrown weapons to emit from the base of players, rather than their hands. Gifted weapons will now correctly throw the proper distance. UI: • Hooked up the win panel for arsenal mode to put emphasis on the winner and runners up. • The next weapon text in AR now displays appropriate text for the mode and state. • Fixed the alert for when you reach gold knife level showing up when anyone reached it. • When you get a point for an assist, it shows in the death message. Maps: • New SE version of Aztec with no fog/particles/debris/ropes (except the bridge) • Dust_SE – Added correct skybox to the map properties. • Shoots – Turned down local-contrast settings. – Fixed a strange clip on stairway. – Fixed lighting on the dark hut in the Middle area. – Fixed a few visual issues with the huts, and thinned out some of the thatch roof. • Dust – Adjusted size of buy zones for both CT and T’s. • Shorttrain – Adjusted local contrast settings on post process controller. – Adjusted tonemap settings. • Inferno – Added smoothing normals to prop bombtanks used in Inferno level. – Fix for incorrect bombsite designation text when standing on the blue truck. • St Marc – Turned down local-contrast settings. – Adjusted bloomscale – Fixed signage typo – changed from “route barée” to “route barrée” • Safehouse – Turned down local-contrast settings. – Adjusted bloomscale – Upped resolution on a prop, removed label that looks blurry. • Italy – Updated some very shiny planters. • Aztec – Fixed floating leaf in tree alpha texture. – Reduced specular on tarp roof. – Fix for objects disappearing from skyline based on camera position near double doors. – Fix for the collision of the crates near bombsite B. – Fixed the collision of the scaffolding at Water below bombsite B. – Improved the texture on the metal bars at Water below T Ramp. – Can no longer climb the scaffolding at bombsite B. – Can no longer walk to the far side of T Ramp. – Can no longer access platform next to Bridge. • Dust 2 – Expanded and moved both the CT a T buy and spawn zones in radar image. • Bank – Turned down local-contrast settings. • Baggage – Turned down local-contrast settings. – Adjusted bloomscale • Lake – Turned down local-contrast settings. – Adjusted bloomscale • Sugarcane – Reduced local-contrast settings. – Reduced bloom amount. – Adjusted some tonemap settings. Models: • Fixed clipping issue on Terrorist skin with head wrap. • Fix for Sawed-off where bolt was sticking through the back of the housing during fire and reload animations. Audio: • Trimmed up ambient content for Nuke, Bank, Train and Sugarcane and made adjustments to the script in Bank (balancing levels and adding some light breeze to match the trees) and a few updated references in Nuke, Train and Sugarcane. • Dust ambient optimization. • Shoots ambient optimizations • Lake and Safehouse ambient optimizations. • Italy ambient optimizations. Fixed a doorway where a player could move outdoors and still have the indoors ambience. • Baggage ambient revision and optimization. Effects: • Snow effects have been greatly optimized. Snow in Office runs 7x faster than before. Bug Fixes: • Fixed crash when in the Buy menu, then voted yes to change maps. • Fixed noticeable double round start in Arms Race when the first player entered the server/game. • Fixed shadows being cast by vgui screens ( mainly the bomb plant numbers in game ). • Fix for a bug where dropping the Famas in certain points in de_dust would cause the weapon to sink into the ground. Miscellaneous: • Relaxing the supported video card checks: – Display an error and exit if the card doesn’t support shader model 3, bilinear PCF sampling, or cascaded shadow mapping. (No cards are actually marked as not supporting CSM in CS:GO.) So our minimal GPU is now the NVidia 6xxx series (2005), or ATI HD 2xxx (2006) or better.) View the full article
  20. 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 ak47 recoil pattern has also been adjusted. • 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. View the full article
  21. Maps: - Added Arms Race maps – Shoots and Baggage - Added Aztec to Classic maps Gameplay: - Arsenal Arms Race game mode is a single extended round with instant respawn. All players start with the same weapon and get a new one each time they kill an enemy. The progression of unlocked weapons ends with the knife. The first player to get a kill with every weapon wins the match. - Added ‘Find A Game’ to the Play options menu screen. Find A Game allows you to join an online game of a specific type. This update offers Arsenal Arms Race and Classic Competitive game modes. The map cycle groups include: -- Classic Maps -- Arms Race Maps - Added new weapons: -- Scar 20 – CT only auto-sniper. -- G3SG1 – Terrorist only auto-sniper. -- Zeus x27 – Casual Mode only weapon available to both teams. - Adjustments have been made to increase the base accuracy of all weapons. - Jump and land penalties have been decreased, and the rate of stamina gain has been increased. - Bot difficulty has been tuned. - HE grenade damage has been adjusted per pro feedback. Models - Added two new player skins: -- Phoenix Faction -- GIGN UI - Death notice order reversed. - Updated Italy mini map image. Bug Fixes - Fixed a bug in the keyboard + mouse options screen where changes were resetting. - Fixed the consecutive loss bonus persisting through halftime. Solves the problem of teams receiving extra cash early in the second round of the match. - Fixed end match scoreboard saying it was a tie in Arsenal Mode. - Fixed a bug where penetrating shots were doing full damage after the penetration. - Fixed a bug where the desired distance required to defuse the bomb wasn’t being used. - Fix for the HUD alert panel coming up incorrectly. - Fixed for bots not being able to defuse bomb. - Fix for bug in Demolition mode where players would start the first round of the second half stuck in level geometry. - Fix for radio message font appearing quite large at higher resolutions. View the full article
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