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The Big Patch Thread - Page 4

Forum Index > General Games
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amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
July 10 2015 04:46 GMT
#61
On July 10 2015 09:02 Swampflare wrote:
Thanks for the Overpass fix, Cloud9!


the interesting thing is that the train now masks a B rush since the CTs cant hear it now; they'll have to spot for it
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
August 18 2015 03:54 GMT
#62
too lazy to apply fancy css since only notable thing is Valve got the PR approved and merged for lag compensation for pose parameters

http://blog.counter-strike.net/index.php/2015/08/12274/

Release Notes for 8/17/2015

17 Aug 2015 -

[STICKERS]
– Updated some player signatures with their latest submissions: device, dupreeh, Skadoodle, emagine, and literally, n0thing.

[UI]
– Fixed top nav bar becoming unresponsive.
– Recovered Watch Highlights button. Now can be used on any player in the match.
– Added ability to specify what round to begin watching downloaded demo from.
– Fixed bug where reloading Watch Panel would not preserve categories.

[MISC]
– Enabled lag compensation on pose parameters.

The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Varanice
Profile Blog Joined June 2011
United States1517 Posts
August 18 2015 22:17 GMT
#63
so thoughts on valve changing player signatures and using text fonts?
www.twitch.tv/varanice
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:35
September 03 2015 23:44 GMT
#64

Counter-Strike: Global Offensive

Release Notes for 9/3/2015






Misc
  • Fixed an FOV zoom bug caused by crouching immediately after a zoomed-in shot.
  • Fixed a case where rapidly pressing a key while loading into a competitive game would prevent the client from spawning.
  • Adjusted the molotov/incendiary grenade extinguishing distance.
  • Fixed mouse cursor being visible and eating keyboard input during Demo playback.


LINUX
  • Added SIGINT handler to issue a graceful sv_shutdown.
  • Added SIGTERM handler to quit the server.


MAPS
  • Cache
    • Improved the silhouette of forklift to facilitate better firefights
    • Fixed an issue where weaponry could become irretrievable beneath vent (Thanks JoshOG!)

  • Dust2
    • Fixed a spot near mid doors where C4 could get stuck
    • Fixed some texture bugs in A site
    • Raised lamp near T spawn towards mid
    • Added commemorative grafitti

  • Train
    • Fixed a ladder bug close to T entrance to A
    • Fixed a bug where grenades could fall into traintrack grooves and not deal any damage




Mission accomplished for Hiko?
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
Last Edited: 2017-04-13 08:50:41
September 15 2015 23:09 GMT
#65

Counter-Strike: Global Offensive

Release Notes for 9/15/2015






ANIMATION / GAMEPLAY
  • Replaced all player body animations (Existing character models retained for demo compatibility)
  • Replaced all world model weapon animation
  • Updated shared player skeleton
  • Re-rigged all player model geometry and player scaffold animation
  • Updated animation networking to continually synchronize animation state instead of periodically latching
  • Player animation sequence selection is now server-initiated
  • Added new player states including bomb defusal and ladder climb poses
  • Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
  • Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
  • Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
  • Added support for arbitrary numbers of articulated mechanical parts on world weapon models
  • Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
  • Added physics motion to holstered attachment weapon locations
  • Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
  • Replaced shared hitboxes with new capsule-based set
  • Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
  • Ragdolls now assume more exact pose of their parent player on physics init
  • Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
  • Enabled support for dynamic player animation layer re-ordering
  • Sequence blendlayers now correctly contribute to computed cyclerate
  • Added defuser cables and multimeter model
  • Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
  • Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata


UI
  • Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
  • Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
  • Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers


RENDERING
  • Fixed improper stencil state in glow pass rendering


GAMEPLAY
  • Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position

  • M4A1-S
    • Reduced price
    • Reduced armor penetration
    • Reduced ROF
    • Increased base spread


  • Zeus x27
    • Reduced price to $100


  • Dual Berettas
    • Increased armor penetration
    • Increased range modifier



GOTV
  • Added viewmodel position lerp to gotv camera transitions


OVERWATCH
  • Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).


The Church of the M4A4 welcomes all
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Faruko
Profile Joined April 2013
Chile34173 Posts
Last Edited: 2015-09-15 23:20:57
September 15 2015 23:15 GMT
#66
M4A1 daed ?
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Dwayn
Profile Joined October 2011
Germany949 Posts
September 15 2015 23:55 GMT
#67
I wonder if we'll actually see the zeus be used now. you can buy armor + zeus
tofucake
Profile Blog Joined October 2009
Hyrule19200 Posts
September 15 2015 23:57 GMT
#68
Depending on how the new hitbubbles work, A1 might not be toooooo bad...
Liquipediaasante sana squash banana
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 16 2015 00:12 GMT
#69
this is basically source 2.0.

i want 1.6, not sauce :/
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
tofucake
Profile Blog Joined October 2009
Hyrule19200 Posts
September 16 2015 01:44 GMT
#70
this update ruined my FPS, and a bunch of people are getting random lag spikes now too
Liquipediaasante sana squash banana
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
September 16 2015 02:11 GMT
#71
Game's a few years old now, stop messing with the guns. The M4A1-S change... I'm too old to adapt to this bullshit.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Camail
Profile Joined August 2011
United States1030 Posts
September 16 2015 02:33 GMT
#72
Oh god this new ROF is fucking hideous. Give me my a1 back, I wasn't one of those tier whores I was a loyalist from day 1, GIVE ME BACK MY BABY.
http://i.imgur.com/IPxgv.png
iXphobos
Profile Joined July 2010
Germany1465 Posts
September 16 2015 08:25 GMT
#73
Wow, it's actually a whole new game.
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 18 2015 01:41 GMT
#74
Dont have time for fancy post, since i have esea match in 30 mins

http://blog.counter-strike.net/

http://blog.counter-strike.net/index.php/2015/09/12543/

brand new knife, wtf is this?


<video autoplay="" class="WebMVideoFull" loop="" preload="auto" id="inspect_video" style="z-index: 6;"><source type="video/webm" src="http://media.steampowered.com/apps/csgo/blog/images/shadow_case/push_knives_loop_de_dust2.webm"><source type="video/mp4" src="http://media.steampowered.com/apps/csgo/blog/images/shadow_case/push_knives_loop_de_dust2.mp4"><img src="http://media.steampowered.com/apps/csgo/blog/images/shadow_case/shadow_daggers.jpg" title="Your browser does not support the video tag"></video>
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
September 18 2015 01:43 GMT
#75
lol that's cute.
Writer
amazingxkcd
Profile Blog Joined September 2010
GRAND OLD AMERICA16375 Posts
September 18 2015 01:44 GMT
#76
On September 18 2015 10:43 Souma wrote:
lol that's cute.


stabby stabby stabby gotta stab stab stabby
The world is burning and you rather be on this terrible website discussing video games and your shallow feelings
TheEmulator
Profile Blog Joined July 2010
28100 Posts
September 18 2015 01:57 GMT
#77
That's the lamest knife, what the fuck.
Administrator
tofucake
Profile Blog Joined October 2009
Hyrule19200 Posts
September 18 2015 02:08 GMT
#78
the model is wrong too. Those go between the middle and ring fingers, not middle and index
Liquipediaasante sana squash banana
Souma
Profile Blog Joined May 2010
2nd Worst City in CA8938 Posts
September 18 2015 02:15 GMT
#79
Can I just get a katana... That'd be so sick.
Writer
No0n
Profile Joined March 2010
United States355 Posts
September 18 2015 02:24 GMT
#80
Ninjato more likely. Katana's are big man xD
Park Sang Woo(Sea.Really) Fighting! E-STRO forever.
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