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CS:GO Update

Started by Blunt, February 14, 2013, 01:38:05 PM

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no peanuts

Ido Magal
2:07 AM (6 hours ago)
CSGO update 1.32.9.0 is now live.
The previous build has been pinned as ‘may_1’
Thanks.

Release Notes for 5/7/2014
 
[MATCHMAKING]
- Fixed buytime ending as soon as all players join in QMM.
- Increased warmuptime when all players are connected from 30 sec to 60 sec
 
[UI]
- Fixed the default radar scale and money position settings overlapping with the spectator UI in the most common resolutions.
- Dropdown panels now support more than 20 options.
- Fixed inventory grenades icons drawing black.
- Fixed the bottom position player counter being a bit too low and cut off.
- Fixed hud alert flickering.
- Fixed Deathmatch Bonus Panel overlapping excessively with radar in extreme cases.
- Optimized some hud options code which improves performance.
- Money position relative to radar now considers safezone.
- Fixed HUD background alpha not saving if you set cl_hud_background_alpha to 0.
 
[SDK]
- Added concommand 'rangefinder' for map makers (provides 2d and 3d distance to target).
- In Demolition games, the last weapon can be any weapon and trigger the end of round logic if enabled.
 
[MISC]
- Added Effective range and rangefinder functionality to cl_weapon_debug_print_accuracy convar.
- Fixed bad hostage icon positioning in some cases.
- In DeathMatch it now says the right name for all guns.
- In Demolition games, the next weapon panels now work for all guns.
- Optimized backend performance when when accessing CS:GO inventory on Steam Community.

Blunt

Release Notes for 5/14/2014


[CSGO]
- The Trade Up Contract no longer restricts items to a single collection. In exchange for 10 items of identical quality, the Trade Up Contract provides one item of the next highest quality, from a collection of one of the items provided.


[MAPS]
- Agency
-- Updated with bugfixes.


[MISC]
- Fixed CZ75a reload animation: the player will now perform a traditional magazine reload if the forward magazine has already been used. If there's enough spare ammo, the forward magazine is restored when the weapon is hostered and re-drawn.
- Plugins can now precache new particle systems within pcf files by calling PrecacheGeneric() and passing the particle's pcf file path.
- r_drawscreenoverlay is now set to 1 by default and is modifiable by the server.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Blunt

Release Notes for 5/21/2014


[SERVERS]
- Added a convar mp_backup_restore_load_autopause to control whether the game remains paused after round backup file is loaded.
- Added a dedicated server convar host_rules_show to control whether the server is allowed to reply to connectionless rules requests.
- Improved server lobby slot allocation logic to reduce the chance of getting 'session is full' errors when connecting to a game server with available player slots.
- Fixed a slow memory leak in Linux dedicated servers.
- Fixed several rare game server crashes on Linux.


[MISC]
- Added a convar (cl_hideserverip) that when set to 1, will hide most cases of the server and client IP address appearing in the developer console.
- In official competitive matchmaking, servers will no longer show the message of the day.
- Fixed several errors that previously showed up in the console.
- Moved some messages that would previously show up in the console to dev 1 and above.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Blunt

Release Notes for 5/28/2014


[GAMEPLAY]
- Cobblestone
-- Blocked long sightline from back of Bombsite B
-- No longer possible to plant on top of hut at bombsite A
-- Made statue base at bombsite B taller, so players can't peek over
-- Made hut on bombsite B catwalk wider
-- Moved all T spawns to upper level
-- Decreased fog
-- Removed small tree near platform in mid
-- Pushed down some vegetation that players could hide in
-- Disabled collision on small rocks
-- Blocked visibility through cart in mid
-- Revised cover in Bombsite B courtyard


- Overpass
-- Redesigned the connector between canal and park
-- Made tunnels under Bombsite A easier to navigate
-- Added lights to hut near Bombsite A


[MISC]
- Matches in which a whole team gets disconnected will no longer terminate and the disconnected players will get the opportunity to reconnect and finish the match.
- Added a new context menu option 'Use With Trade Up Contract,' which will be visible when you own ten or more items of the same quality.
- Weapons can no longer be deleted from the inventory.
- Added a game setting for twitch.tv streamers to allow backend integration with new twitch.tv directory.
- Added backend integration with Steam Community for better inventory filtering and Steam Community Market search.
- Added support for per-channel ratelimits in engine threaded network layer, ratelimits are controlled with a group of net_threaded_socket convars.
- Fixed pistol round achievements to award player progress in the pistol round of the second half in competitive matches.
- Fixed several rare crashes on clients and servers.
- Fixed a problem in tournament round backups when players had invalid characters in their persona names.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Blunt

Release Notes for 6/4/2014


[ MATCHMAKING ]
- When a player has been banned for cheating (via VAC or Overwatch), all Skill Group adjustments from that player's recent wins will be reverted for their partied teammates as well as their opponents.


[ MISC ]
- The "thirdperson" and related commands are now executable by servers (for mods and plugins).
- Added a server convar (sv_allow_thirdperson) which allows servers to set players to third person mode.
- The env_fog_controller entity now has a field and input to scale the amount fog is adjusted when players zoom (with scoped weapons).
- Community tournament servers with built-in round backups enabled will automatically restore all player data upon reconnection and this in most cases will avoid having to load round backups.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Snokio

Still no fix on the smoke nades?

Sent from my GT-I9505 using Tapatalk
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

Sparko

Quote from: Snokio;384984Still no fix on the smoke nades?

Sent from my GT-I9505 using Tapatalk

Has it been raised as a bug to fix? :g:

Blunt

Quote from: Snokio;384984Still no fix on the smoke nades?

Sent from my GT-I9505 using Tapatalk

I can confirm the smokes are the same as ever. :(

Got killed twice tonight when I thought I was covered in smoke.

Dunno if it's been raised as a bug Sparko, I'll check.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Snokio

Didn't realise you can report insects

Sent from my GT-I9505 using Tapatalk
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

Sneakytiger

got my csgo working again i had 2 flash players installed and they were conflicting.
battle.net: Sneakytiger#2501
steam: -=[dMw]=-Sneakytiger
Epic games:Sneakytiger
Xbox:Sneakytiger

Blunt

Quote from: Sneakytiger;385068got my csgo working again i had 2 flash players installed and they were conflicting.
well done :)
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Blunt

#71
Release Notes for 7/1/2014
1 JUL 2014 -


[OPERATION BREAKOUT]
- Six community maps were added, available in official matchmaking to all CS:GO players for the duration of the operation.
- Operation Breakout All Access Pass is now available for purchase. Features include:
â€" The Operation Breakout Challenge Coin
â€" Mission drops
â€" 45 new weapon finishes as potential mission rewards
â€" Operation Breakout Case drops
â€" Journal that contains:
â€"- Active Duty Scorecard
â€"- Operation Breakout Scorecard
â€"- Friends leaderboards
[GAMEPLAY]
- The Buy Menu has been updated and now has the following weapon stats:
â€" Damage ( Pre-falloff damage against an unarmored opponent. )
â€" Firerate ( How frequently does this weapon shoot or can be shot )
â€" Recoil Control ( How easy is it to compensate for the recoil )
â€" Accurate Range ( The distance up to which 100% of shots will land within a 30cm circle. See cl_weapon_debug_print_accuracy )
â€" Movement Rate ( How fast the player can move with the weapon in hand )
â€" Armor Penetration ( The percentage of the shot’s damage that ignores armor )
â€" Penetration Power â€" See Below
- Weapon Changes:
â€" Desert Eagle:
â€" Increased standing and crouching Accurate Range
â€" CZ75-A:
â€" Decreased standing and crouching Accurate Range
â€" Tec-9:
â€" Increased standing, crouching, and moving Accurate Range
â€" Elites:
â€" Reduced price to $500
â€" SSG08:
â€" Reduced price to $1700
â€" Increased Accurate Range slightly
â€" Mag7:
â€" Penetration Power increased
â€" Pellets reduced to 8
â€" Individual pellet damage increased to 30
â€" Reduced maximum range slightly
â€" Sawed Off:
â€" Penetration Power increased
â€" Pellets reduced to 8
â€" Individual pellet damage increased to 32
â€" Reduced maximum range slightly
â€" Spread increased slightly
â€" XM1014:
â€" Reduced price to $2000
â€" Penetration Power increased
â€" Spread reduced slightly
â€" For all shotguns except Nova, pellets will now penetrate walls.
- Updated the bullet penetration (wallbanging) system to be more straight forwarded, fixed some previous bugs associated with it. (for more info on how penetration works, see this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=275573090)
- Bullets now leave a brief trail in the air after penetrating most surfaces (wallbang)
- Human players can +use a bot to retrieve the bomb.
- The spotting code that shows enemies on the radar now considers the map’s fog values to determine if a player will show up or not.
- The game now announces if you've been “saved” by someone or have “saved” someone. Saving someone means that you eliminate an enemy who is about to kill one of your teammates who is unaware of that enemy.
- Added a new convar (sv_showimpacts_penetration) that will display on screen penetration data when bullets penetrate surfaces in game.
- Added a convar mp_backup_round_auto, when enabled will keep in-memory backups to handle reconnecting players even if the backup files aren’t written to disk, enabled by default.
- Added convar mp_force_assign_teams that when set, will auto assign players to a valid team and does not give them the option to choose teams.
- Exposed previously development only ConVar (cl_weapon_debug_print_accuracy) which shows Inaccuracy, Spread, SpreadDistance, Player Velocity, Accurate Range, and some other real time data for weapons when shooting.
[MAPS]
- Maps have been divided into three groups: Active Duty, Reserves, and Operation. These map assignments will be re-evaluated every Operation.
â€" Active Duty Maps:
â€" Dust II
â€" Nuke
â€" Mirage
â€" Inferno
â€" Cobblestone
â€" Overpass
â€" Cache
â€" Reserves Maps:
â€" Train
â€" Aztec
â€" Dust
â€" Vertigo
â€" Office
â€" Italy
â€" Assault
â€" Militia
â€" Operation Maps:
â€" Castle
â€" Overgrown
â€" Black Gold
â€" Mist
â€" Rush
â€" Insertion
- Mirage:
â€" Fixed a collision exploit near entrance to Underpass.
- Nuke:
â€" Reduced fog
â€" Blocked visibility through bottom of cover in Bombsite A.
â€" Made ceiling in Bombsite B twice as thick.
- Dust2:
â€" Fixed some spots where C4 could get stuck.
â€" Reduced post processing effects.
- Inferno:
â€" General graphical updates.
â€" Thinner pillars underneath trellis in CT spawn.
â€" Thinner pillars on awning in Alt Mid.
â€" Added lights to balcony in Alt Mid.
â€" Fixed some spots where C4 could get stuck.
â€" Removed pretty flowers behind yellow car in banana.
â€" Added a ton of flowers in other areas to compensate.
â€" Calmed down dog in apartments.
â€" Removed tree boost spots.
â€" Added a chickencoop to T spawn.
â€" Changed max chicken population from 10 to 12.
â€" Added back relaxing flamenco music to T spawn.
â€" Updated the skybox.
â€" It is now possible to shoot through the box in the middle of Bombsite A.
- Militia
â€" Fixed a bug where bots would get stuck.
[MISC]
- Competitive matchmaking will no longer consider matches with a very high skill group difference regardless of search time.
- Updated all loading screens and the team select screen.
- Demos launched with +playdemo on the command line are improved:
â€" Allows specifying full paths with drive letters for the demo filename.
â€" Hide the main menu when a demo is started from the command line.
- Fixed the team select screen lingering and sometimes not going away in some circumstances.
- Fixed radar not showing up during the first round of a competitive match on official servers.
- Reduced screen effects on high shader settings when zoomed with scoped rifles.
- Resolved an issue that was preventing users from earning knife-related achievements in Arms Race.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Blunt

Release Notes for 7/2/2014
2 JUL 2014 -


[OPERATION BREAKOUT]
- Missions will now properly reward progress on partnering dedicated servers.
- Fixed graphical glitch with water on cs_rush and de_overgrown when shader detail is set to medium or low.
[GAMEPLAY]
- Fixed the Tec-9 weapon script.
[MISC]
- Fixed a rare crash when updating the scoreboard.
- Zooming out of a sniper scope on a map that doesn’t have a post processing entity will no longer cause a circular visual artifact.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Blunt

10 JUL 2014 -


[CSGO]
- Introduced the new eSports 2014 Summer Case.
[OPERATION BREAKOUT]
- Added quick link to Operation Journal on player profile.
- Added several new missions to the mission drop list.
- If you have two missions that you haven’t been able to complete for some time and you are eligible for next mission drop, you are now allowed to delete one of your current missions.
- Journal will auto-close when a competitive match is found.
- When exiting a lobby, the mission panel now enables properly.
- Fixed an overlapping mission panel in Play With Friends lobby.
[GAMEPLAY]
- Adjusted penetration system to have bullets lose less damage for travelling through mass and more for the initial impact.
- Increased penetration bonus slightly for penetrating objects that start and end with plastic and cardboard surfaces.
- Penetration Power for AWP, G3SG1 and SCAR-20 has been lowered slightly because their damage naturally gives them higher penetration.
- Fixed bad penetration results with surfaces that started bsp and ended displacements or vice versa.
- Fixed bad penetration results when penetration exit surface was a nodraw surface.
- Penetrating a glass surface no longer erroneously consumes more damage on impact than other more solid surfaces.
- sv_showimpacts_penetration now shows how far a bullet penetrated before it terminated and stopped travelling.
- sv_showimpacts_penetration now shows when the bullets stops.
[SDK]
- Added key “Only Spawn-Valid Destinations” to trigger_teleport that allows mapper to ignore teleport targets that are not valid player spawn positions ( blocked by geometry or other players ).
- Added new demoinfogo.exe command line tool. Run this on a demo file and it will dump out demo packet info to the console. The source code is available in demoinfogo.zip.
[MISC]
- Added context menu for all items that tells you how many items you need to fulfill a trade-up contract (entry links to the marketplace, pre-filtered for items that can fulfill the contract).
- Fixed overview images not loading for custom maps with the dds embedded in the bsp.
- Added a default image to the loading screen.
- Additional work on memory savings for servers. Memory consumption should now be 50% or less of what it was two weeks ago.
- Additional work on memory savings for clients. Memory consumption should be about 165 MB less than it was two weeks ago, which should improve stability on 32-bit Windows.
- Fixed async rcon socket connections from OSX clients to be fully compliant with standard (thanks protonic86).
- Fixed a bug that could cause packet loss on Windows servers.
- Suiciding players or players who died naturally (like world damage) can no longer “save” another player.
- “You saved X” won’t show if the player on your team who you saved is an enemy (like if mp_teammates_are_enemies is on, for example).
[MAPS]
MIRAGE
- Updated look of inner middle window wall materials.
- Updated the Catwalk to Kitchen window bang to better visually designate what is bangable and what isn’t.
- Replaced the vent cover in window room with one that allows more visibility through it.
- Connecter to A wall now has a blown out, wood covered wall on the left to visually designate a bangable spot to allow more options for taking/retaking A.
DUST
- Replaced all game-play affecting double doors with the new metal ones.
DUST2
- Replaced all game-play affecting double doors with the new metal ones.
- Fixed some bad geometry in various places that allowed bullet penetration when it shouldn’t.
INFERNO
- Replaced non-wallbangable coil at B with bangable variant.
- Thinned half-wall at B to allow banging down from site.
OVERGROWN
- Fixed various exploits that allowed you to reach unintended areas.
- The windows along the top of B are now breakable on T side, the same as they are on CT side.
- The roof windows at Inside are now breakable.
INSERTION
- Fixed players getting stuck on each other after a teleport in competitive.
- Added cover and some foliage to east side of hostage rescue.
- Added buyzones at teleport destinations.
- Removed collision from villa windows when glass is broken so grenades can be thrown through them.
- Minor lighting and visual work.
CASTLE
- Moved T spawn further away from bomb sites to increase the time it takes to reach them.
- Moved CT spawn closer to A.
- Added a big column to A spiral stairs, removed well.
- Increased brightness.
- Added another light outside of hut.
- Decreased reflections on windows.
- Other minor improvements.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


Blunt

Release Notes for 7/16/2014
 
[GAMEPLAY]
- Fixed the bullet penetration system not penetrating static GRATE surfaces (fences) and brushes that are NODRAW on both sides (for example, the ladder in Cache).
 
[MIRAGE]
- Fixed upper shutters in kitchen having a NODRAW face inside that wall that prevented wallbanging from one direction (bottom wood is unchanged).
- Clipped a part behind van to prevent bomb from getting stuck.
- Thinned B "bench" wall a bit to allow more damage to penetrate.
- Clipped windows in palace so you can't jump into them.
 
[OVERPASS]
- The bank side door has been opened to reveal a new path into A.
- The back A stairs have been flipped to enter nearer to the bomb plant zone.
- A site has been opened up, the APC has been moved back and a new box has fallen off of the semi.
- "Quickfall" palettes have been added to the bottom of ladder on T-side tunnels to allow for quick decent (ala Nuke).
- The flower box at the CT sniper spot at Long A is now higher.
- The connector tunnels have become more spacious.
- One of the windows in Connector Tunnels has been opened up (for possibilities...).
- Removed shelf in sniper nest above A to allow grenade damage through.
- Stomped some flowers in the box outside bathrooms leading to A because they got in the way of an important sight-line.
- Added a light to the bathroom connector to Long A. This improves visibility of players looking from mid connector.
- Fixed the steam pipes on connector to no longer leak steam.
- Clipped a few more areas to smooth movement and cleaned up nav mesh.
- Updated radar image.
- Thanks to iBP steel and c0tt0n
 
[COBBLESTONE]
- Removed OP flower pot at back of B.
- Added a lip at the top of main B entrance to provide more cover to T team.
- Slightly extended large planter by B entrance to close a thin sight line from back of B to side door.
- Drop-down to alternative B entrance has been widened to allow a better view of the room below.
- Drop-down room roof beams have been moved further away from the stairs.
- Roof of alternative B entrance has been opened up for additional grenade throws.
- Locations where the bomb could be dropped out of players' reach have been clipped off.
- Lighting changes at some locations to provide better visibility.
- Shifted tapestry in CT sniper room up and made it lighter color to make players more visible against it.
 
[BLACK GOLD]
- Removed collisions on red light above B doorway (Long B).
- Simplified drill tower bases and pipes based on Operation feedback.
- Fixed lighting issues on warehouse support beams.
 
[UI]
- By popular demand, added a 6th crosshair style (cl_crosshairstyle 5) which emulates the non-dynamic behavior of 1.6 and Source. Just like the previous versions of CS, this crosshair does not accurately portray current weapon accuracy, spread or recoil, but does provide feedback about whether or not you are currently firing a weapon. If you are a new player or you haven't quite mastered recoil or accurate range, use crosshair styles 0, 2 or 3.  They accurately show up-to-date feedback on your current weapon's bullet spread/recoil at every given state.
 
[MISC]
- All weapon cases, weapon case keys, operation passes, name tags and stickers are now marketable as commodities on Steam Community Market.
- Replaced "Death Comes" sticker art.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.