with X and Y your resolution's width and height respectively. Doesn't work for me though...
I suspect some bad usage of DirectX (considering the fix, and the fact that Linux and MacOS versions aren't affected apparently). Why hasn't this been put in beta is beyond me though... I thought they were on the right path but there's still a few hiccups. :|
Deployed Holiday Cheer for your festive fragging season.
You can spread the Holiday Cheer! Gifts are now available for a limited time.
[Sound]
Added new audio option that enables Head-Related Transfer Function (HRTF) processing on in-game sounds. The goal is to vastly improve 360 degree vertical and horizontal sound positioning.
By default, Speaker Configuration in Audio Settings has been set to “Headphones with HRTF.” Selecting an alternative speaker configuration will disable HRTF.
NOTE: For an optimal experience with HRTF, we recommend turning off any external 5.1 or 7.1 surround audio driver options.
[Public Lobbies]
In the friends panel “Steam Groups” have been renamed to “Public Lobbies”.
The “Public Lobbies” tab now shows nearby public lobbies and suggested steam group lobbies in addition to your steam group lobbies.
Lobbies now support broadcasting to nearby players. Players can use this setting for friend or steam group lobbies.
Steam Group lobbies now display the country associated with the majority of lobby members.
[Gameplay]
Third-person weapon angles now visibly match first-person weapon recoil.
[MISC]
Fixed 5 Year Veteran Coin to be granted to accounts that cancelled and later reactivated their old Counter-Strike license after they restart their CS:GO client.
Loading screen tokens can now be localized when loading Overwatch evidence or maps created by community members.
Bot names can now be localized in game language.
Added experimental plugin support for managing network channel encryption keys on community servers.
[THE ELEAGUE ATLANTA 2017 CS:GO MAJOR CHAMPIONSHIP]
Team stickers, stickers autographed by professional CS:GO players, and all-new team graffiti are available for purchase in-game and from the Steam Community Market, with 50% of the proceeds going to players and organizations. For more details, visit http://www.counter-strike.net/pickem/atlanta2017
Team stickers can be used as game pieces for the Atlanta 2017 Team Pick’Em Challenge.
Group stage picks can be made immediately, Playoff picks can be made when the group stage has completed.
Group stage picks lock at the start of the group stage matches.
Playoff picks lock at the start of the first Playoff matches.
[GAMEPLAY]
Players killed during grenade-throwing animation will no longer drop a duplicate grenade if that grenade has already been thrown.
func_breakables will no longer make noise when hits deal no damage.
[MISC]
Added a server setting sv_steamauth_enforce to allow tournament organizers for LAN events to delay player kick due to No Steam Logon client issue until the end of a live round when tournament match will automatically pause and a round backup with all correct information will be saved for reconnect.
[AUDIO]
Lowered volume of bullet-bys and bullet impacts.
Changed default weapon near/far crossfade max distance so that a slight perceived volume bump doesn’t happen at crossfade junctions.
Also lowered volume of distant weapons slightly to address the same issue.
Slightly increased the min distance of the falloff so that 3rd parties can hear max volume at about 1m away from shooter.
Increased the input curve amount so that rate of volume decay over distance is more pronounced.
Added descriptions to many mixer groups.
[MAPS]
Mirage
Fixed various spots where C4 could get stuck
Removed some slight gaps in cover in Bombsite A Nuke
Fixed bug where jumping inside of Toxic in Bombsite B would clip the playermodel through the ceiling
Removed vent-sound from top of Mini, Bombsite A Cache
Fixed sound-spam when shooting at vent in Checkers through a prop
Clipping improvements
Optimizations Inferno
Fixed some minor graphical bugs
Fixed a spot where players could get stuck near Boiler, Bombsite A
Added backfaces to gate used at bottom of Banana, Bombsite B
Replaced Dust II with Inferno in the Active Duty Group.
Created a separate Dust II map group for Casual and Deathmatch game modes.
Separated Reserves Group into Reserves Group and Hostage Group.
[MISC]
By default, players can now apply graffiti quickly by pressing and releasing the graffiti menu key. This can be disabled from the graffiti menu via checkbox. To alleviate any initial confusion from this change, we added one extra charge to all unsealed graffiti.
Optimized water materials used in Inferno, Nuke and Aztec maps.
Added convars mp_teamscore_max, mp_teamscore_1, mp_teamscore_2 to display best of N maps series in the spectator UI.
[MAPS]
Dust2
Fixed various spots where C4 could get stuck Cobblestone
Made cubby near bottom of platform stairs in Bombsite B deeper
Smoothed out movement around B ramp and dropdown room
Fixed various spots where C4 could get stuck (Thanks Residents_evil!)
Fixed some surfaces playing the wrong footstep sounds Overpass
Fixed various spots where C4 could get stuck (Thanks kame942!)
Ground in CT spawn now displays decals correctly
Fixed some surfaces playing the wrong footstep sounds Train
Reduced per-client memory use by sharing network buffers.
Increased entities delta buffers to 192Kb to support connecting to game modes with many entities (sv_delta_entity_full_buffer_size on the server can be used to increase it up to 256Kb if needed)
Added a better error message for clients explaining the too many entities on the server error.
Added more functionality for community log address integration.
Log address can now be sent an 18-character prefix before every log packet text
logaddress_add_ex command will use a unique prefix token per instance for the added log address
logaddress_token_secret and logaddress_add_ts allow to add prefix as a checksum of known secret string
Added a message for “killed by the bomb” to the logs.
[MISC]
Teams can now vote on team issues independently.
Fixed sleeves interpenetrating gloves
Spectator’s player glow values have been adjusted to make noise-making state transitions more noticeable.
[OSX]
Fixed CSM boundary artifacts on Iris based Macbook pro.
[MAPS]
Overpass
Added grenade-clip to ceiling underneath Bombsite A and inside connector, to prevent molotovs spreading into areas above Cobblestone
Removed support beam in drop room which blocked line of sight to drop/door Nuke
Fixed see-through gap when jump-peeking from CT spawn towards Mini
Fixed various bugs reported on CSGOBugTracker.com Cache
Visually upgraded the Phoenix Terrorist player model.
Added the Spectrum Case, featuring 17 community designs. In the Spectrum Case, the rare special item will be the second generation of knives in Chroma finishes.
[AUDIO]
Improved performance when using HRTF.
Fixed some cases where grenade sounds wouldn’t play when they should.
[MISC]
Fixed teammate color problem when teammates select an invalid color.
cl_drawhud_force_radar can have three values: -1 to force draw no radar, 0 default, 1 to force draw radar even if other HUD is disabled.
cl_drawhud_force_deathnotices can have three values: -1 to force draw no deathnotices, 0 default, 1 to force draw deathnotices even if other HUD is disabled.
Added option to Game Settings to set Team ID to Always On ( cl_teamid_overhead_always ). Server can disable with sv_teamid_overhead_always_prohibit.
Added binding to Show Team Equipment ( +cl_show_team_equipment ) that will show teammates’ full Target ID, including equipment. Server can disable with sv_show_team_equipment_prohibit.
func_rotating objects no longer freeze and spam server console after rotating 1000 times
[MAPS]
Nuke
Thinned out corner when coming into hut from lobby, making it easier to peek into A site
Bullets now do more damage when shot through walls in hut
Raised rollup door in Mini, making it easier to see towards rafters
Removed three boxes on top of blue container near garage
Reduced C4 explosion radius from 500 to 400 units (Thanks NaVi!)
Made water outside the map deeper (Thanks hollandje!)
Cobblestone
Raised arch on CT side of long A
Italy
Fixed some boost exploits
Railing on top of boost position near T bridge no longer blocks bullets
The fog at CT spawn has to go. At some positions, you cant even see what your mates baught. And it almost halfs my FPS (high settings). The CT spawn itself needs to be moved from where it is now over the small bridge in the middle of the "pear". At the moment CTs are at the door of Bside, while Ts are rushing in. Without a molotov from outside into the windows of B side, you cant deny Ts the B side control and its a clusterfuck.
Some strange boost spots.
A is easy not so hard to hold, most games I played revolved on only one person holding A from far away, 2 being in the yard and 2 try to get B side control. With Window, balcony, a fast boost to ramp (or a jump, if you are mad enough) + 1 or 2 smokes, you got the side locked. The problem is, that if any T sneaks or fights its way through B side, water or yard to the grand line, aka the pier, he flanks you so hard, that you are close to losing the game.
Also the bomb spots are bangable from everyfuckingwhere. Its even viable to just hold A from CT spawn and window and if the window guy hears the bomb getting planted, spray A side and you wallbang the planter most of the time.
All in all I like canals, but it is expected that they will have to change major parts like they did with Overpass. Think about that map made by valve, how it was released and how good it is now. Should happen to Canals too. And on top, maybe even 9 maps mappool hype? I expect canals and Dust II getting moved into the active duty pool at once.
Added new server log lines for the end of freezetime and blind players. With mp_logdetail set to 3, will now also spew player equipment when they leave the buy zone.
[MAPS]
Shader rework to provide better lighting and support various features.
Nuke
Made corner piece of outside catwalk solid
Assault
Fixed various exploits and boosts
Fixed bug where players outside could spot players inside vents
Canals
Fixed visible nodraw below CT bridge
Fixed several places where the bomb could get stuck if thrown
...No shit, I really enjoyed the Negev, it is an awesome (though very expensive) weapon that is flat out OP as soon as you hit max recoil since it just draws a horizontal line - aka probably the easiest recoil ever. I am GE and that thing is one of my favourite weapons to hold sites, aim at knee/hip height, pull the trigger – first guy gets a headshot, maintain proper height and move mouse left/right according to recoil – everyone gets a headshot. Rushes get totally shut down (especially eco rushes where they try to just rush a side from one entrance. And even I die, they only get a Negev and since no one knows how to use that thing, it’s no big deal for your team), and I can’t count the times where I just mowed down almost the whole enemy team through a smoke or while full flashed.
TLDR: Negev best, I want it back, no changes needed : D
The new Negev is hilarious. The run speed is like walk speed. The initial spray is a like a jump spray. Then after a couple of seconds it turns into a laser. Totally useless in DM, but I can see its use in competitive. If only it wasn't essentially a sci-fi gun like the revolver. Also the sound changes according to whether it is in laser mode or not, but both sound piss weak. I really don't understand why they are trying to make the revolver a thing. Maybe Valve developers want to turn CS into TF3.