Jump to content

Counter-Strike: Global Offensive Beta Update Released


hellreturn

Recommended Posts

  • Management

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).

 

Click here to view the article

Link to comment
Share on other sites

×
×
  • Create New...