Counter-Strike: Global Offensive Beta Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Counter-Strike: Global Offensive Beta Update Released

    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).

    More...
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