Counter-Strike: Global Offensive Update Released

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

    #1

    Counter-Strike: Global Offensive Update Released

    Release Notes for 9/14/2012

    [ GAME ]
    - Added third-person gunshot flinch reaction animations for all players
    - Molotovs and incendiary grenades now explode in mid air if they haven't touched the ground after a small amount of time has passed
    - Molotovs and incendiary grenades now no longer throw shorter than the other grenade types
    - Fixed grenades bouncing really high if you threw them straight at the ground
    - Fixed grenades that don't have a timer (like the smoke) not detonating if they found a spot to continually bounce and not touch what was considered "the ground"
    - Fixed a bug in bullet penetration where a bullet would penetrate walls much thicker than intended when the first brush the bullet hit was a detail brush.
    - Fixed a rare case when server reservation would not load correct map on official servers
    - Flipped MP7 viewmodel fire selector from safety to full-auto

    [ UI ]
    - Fixed spectator glows not updating state often enough which could allow glows to show at the wrong time
    - Fixed player target ID names not showing properly in some cases when observing/spectating
    - Fixed the spectator UI showing in Arms Race
    - Fixed player not auto observing their killer after the death camera if no bot was available to take over
    - Fixed round in spectator screen not updating if you connected mid round
    - If all players on a team share the same team tag, the scoreboard and spectator team names will display the players' team name (steam group name)
    - Improved rendering performance of text UI elements

    [ COMMUNITY ]
    - Added default loading screen for direct connects and custom maps that shows loading progress
    - Fixed server console say command to deliver text to all connected clients
    - sv_password can now be set on community dedicated servers when they have no players connected and will be enforced.
    - Matchmaking: blocking relationships do not prevent direct server joins, they only filter during matchmaking
    - sv_pure: VPK files contain the necessary hashes so the dedicated servers do not need to compute them at startup but can be checked with the command “sv_pure_checkvpk”

    More...
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