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The Big Patch Thread - Page 26

Forum Index > General Games
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Ragnarork
Profile Blog Joined June 2011
France9034 Posts
August 05 2016 09:05 GMT
#501
I've come to appreciate the P250, but I can't get over that small click that you hear in the background. It's painful on the ears and on the mind at some point....

Still have a hard time with the five-seven, the tec9 is mostly fine.
LiquipediaWanderer
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-08-05 23:09:06
August 05 2016 23:08 GMT
#502

Counter-Strike: Global Offensive

Release Notes for 8/5/2016





[MISC]
  • Weapon recoil now resets on reload
  • Players should no longer accidentally run into server DOS protections.




Scrollwheels safe again

LiquipediaWanderer
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
August 14 2016 14:28 GMT
#503
On August 05 2016 06:47 Turi wrote:
The changes for the Rifles are at least on my level (MG1) not really noticeable. My mates did not even know that there was a change until i told them.
But i bet on higher level this becomes more important. And Valve wants to tweak them further if necessary.

I totally dig the new accuracy calculations (MG1 aswell) cause I don't always land the first or second headshot and now instead of going full spraytard there is actual merit in going for one or two more taps/short bursts. It's helped me improve my aim a lot
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-08-14 20:57:17
August 14 2016 20:56 GMT
#504
Does anyone have the latest big Windows 10 update? CS doesn't feel as optimal as before. It freezes for a few seconds when I come back from alt-tab/windows key.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-08-14 23:30:17
August 14 2016 23:28 GMT
#505
Windows 7 hippie, so nope.

Do you mean that the game freezes, or that you get a black screen for a few second when coming back in the game (because I got that for ages).
LiquipediaWanderer
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
August 15 2016 06:12 GMT
#506
On August 15 2016 08:28 Ragnarork wrote:
Windows 7 hippie, so nope.

Do you mean that the game freezes, or that you get a black screen for a few second when coming back in the game (because I got that for ages).


No, I see game but it is frozen for a few seconds. It didn't take that long in the past. It can't be hardware because i7-5820K and GTX 980 are pretty good for CS.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
Last Edited: 2016-08-19 14:04:46
August 19 2016 14:04 GMT
#507

Counter-Strike: Global Offensive

Release Notes for 8/18/2016





[CSGO]
  • Added the Gamma 2 Case.

[SERVERS]
  • Added official game servers in Peru.

[SPECTATOR]
  • Player xray glow now dims when player is not making any audible sound. Several convars are available to tweak this behavior; “find spec_glow” for a list.

[MISC]
  • Restored availability of cl_avatar_convert_rgb command used by tournament organizers.

[LINUX]
  • Fix a bug where some users would have a bad mem_level set which would cause poor performance.

[SOUND]
  • Increased fidelity and reduced distortion for fire sounds of the Glock, HKP2000, USP-S and Deagle.
  • Unique distant, reload and draw sounds for Glock, HKP2000, USP-S and Deagle



Less pew pew more bang bang
LiquipediaWanderer
Muffloe
Profile Joined December 2012
Sweden6061 Posts
August 19 2016 15:21 GMT
#508
Apparently it caused a massive crash for ze servers, gj continuing to fk the already dying mod community :o
tenacity
Profile Blog Joined December 2009
1587 Posts
August 19 2016 16:02 GMT
#509
i really like the new pistol sounds
It does not need to be fun to be fun.
choconet
Profile Joined July 2016
23 Posts
August 23 2016 20:18 GMT
#510
On August 20 2016 01:02 tenacity wrote:
i really like the new pistol sounds


I love the new pistol sounds, especially the deagle.

Maybe it's just me, but since 1.6 days the loud firing sounds of the AK always impacted me. I remember switching out the sound files so it sounded quieter and I performed better. Deagle gives me a similar impact so I really like how it's not as "BANG BANG" now.

Laserist
Profile Joined September 2011
Turkey4269 Posts
August 24 2016 09:47 GMT
#511
On August 14 2016 23:28 Branch.AUT wrote:
Show nested quote +
On August 05 2016 06:47 Turi wrote:
The changes for the Rifles are at least on my level (MG1) not really noticeable. My mates did not even know that there was a change until i told them.
But i bet on higher level this becomes more important. And Valve wants to tweak them further if necessary.

I totally dig the new accuracy calculations (MG1 aswell) cause I don't always land the first or second headshot and now instead of going full spraytard there is actual merit in going for one or two more taps/short bursts. It's helped me improve my aim a lot


I feel, taps and very short bursts are more accurate than before. Or I get a tad bit better.

Spray is a big no no for me from now on.
“Are you with the Cartel? Because you’re definitely an Angel.”
Turi
Profile Joined November 2011
Germany86 Posts
August 24 2016 12:08 GMT
#512
On August 24 2016 18:47 Laserist wrote:
Show nested quote +
On August 14 2016 23:28 Branch.AUT wrote:
On August 05 2016 06:47 Turi wrote:
The changes for the Rifles are at least on my level (MG1) not really noticeable. My mates did not even know that there was a change until i told them.
But i bet on higher level this becomes more important. And Valve wants to tweak them further if necessary.

I totally dig the new accuracy calculations (MG1 aswell) cause I don't always land the first or second headshot and now instead of going full spraytard there is actual merit in going for one or two more taps/short bursts. It's helped me improve my aim a lot


I feel, taps and very short bursts are more accurate than before. Or I get a tad bit better.

Spray is a big no no for me from now on.


Close range combat still favors spraying I think. But I also try to tap more in mid/long range situation.
Nixer
Profile Joined July 2011
2774 Posts
August 24 2016 15:48 GMT
#513
Spraying is still the "best" option most of the time.
Graphics
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 10 2016 13:16 GMT
#514

Counter-Strike: Global Offensive

Pre-Release Notes for 9/09/2016





The following changes are in the “1.35.4.7rc” CS:GO Beta depot.

[Gameplay]
  • The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
  • When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
  • If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
  • Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
  • The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
  • First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
  • Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.

[Misc]
  • Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
  • Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.


Teabagging nerfed
LiquipediaWanderer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 11 2016 03:36 GMT
#515
Valve loves us guys! right?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
September 17 2016 00:54 GMT
#516

Counter-Strike: Global Offensive

Release Notes for 9/16/2016





[Gameplay]
  • The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
  • When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
  • If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
  • Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
  • The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
  • First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
  • Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
  • Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.
  • Molotovs are no longer extinguished by smokes that are above the fire height.
  • Molotovs no longer spread under closed doors.
  • Smoke grenades no longer get stuck in player clips when they extinguish flames upon bouncing off a wall.

[Sound]
  • Increased fidelity and reduced distortion for fire sounds for AWP, SSG 08, G3SG1 and SCAR-20.
  • Added unique reload, distant and draw sounds for SSG 08, G3SG1 and SCAR-20.
  • Gunshot tails for AWP, SSG 08, G3SG1 and SCAR-20 no longer remain at the position they were fired, and instead more accurately spread over the environment.

[Maps]
  • Latest version of de_cache, minor bug fixes.

[Misc]
  • Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
  • Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.



Fixes AND new sounds!
LiquipediaWanderer
Turi
Profile Joined November 2011
Germany86 Posts
September 17 2016 07:08 GMT
#517
Ok, they changed the AWP? That i will have to test immediately
y0su
Profile Blog Joined September 2011
Finland7871 Posts
September 17 2016 07:37 GMT
#518
On September 17 2016 16:08 Turi wrote:
Ok, they changed the AWP? That i will have to test immediately

it's bad... sounds muffled. It sounds okay when you're not the one pulling the trigger.
waffelz
Profile Blog Joined June 2012
Germany711 Posts
September 17 2016 08:28 GMT
#519
On September 17 2016 16:37 y0su wrote:
Show nested quote +
On September 17 2016 16:08 Turi wrote:
Ok, they changed the AWP? That i will have to test immediately

it's bad... sounds muffled. It sounds okay when you're not the one pulling the trigger.


At least it doesn't sound like a stapler.
RIP "The big travis CS degree thread", taken from us too soon | Honourable forum princess, defended by Rebs-approved white knights
Turi
Profile Joined November 2011
Germany86 Posts
Last Edited: 2016-09-17 11:11:11
September 17 2016 11:09 GMT
#520
On September 17 2016 17:28 waffelz wrote:
Show nested quote +
On September 17 2016 16:37 y0su wrote:
On September 17 2016 16:08 Turi wrote:
Ok, they changed the AWP? That i will have to test immediately

it's bad... sounds muffled. It sounds okay when you're not the one pulling the trigger.


At least it doesn't sound like a stapler.


What i find strange is this long drawn out echo after firing. Sounds like you just caused a avalanche. Which would be finde, if it would change with the environment. But the sounds stays the same, no matter if you shoot in the open or in a small room, where this echo does not feel natural.

The Scout sound on the other hand is better than the wet paper blaster it was before :D
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