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- Release Notes for 4/21/2016
- 21 APR 2016 -
- [UI]
- – Adjusted Spectator Graphs: Replaced HSP and economy stats with Enemies Flashed and Utility Damage.
- – Added main menu UI to register for a new beta.
- [MAPS]
- – Tulip
- — Various bug and exploit fixes
- – Mirage
- — Vandalism
- – Moved Nuke to the Active Duty map group.
- – Moved Inferno to the Reserves map group.
- [OPERATION WILDFIRE]
- – Updated a Wildfire mission (YOINK!) for the bonus condition to use Santorini instead of Nuke.
- [SDK]
- – demoinfogo tool code is now available on GitHub and no longer ships as part of SDK.
- — https://github.com/ValveSoftware/csgo-demoinfo, patches welcome.
- – demoinfogo includes a GitHub fix for PlayerInfo being retrieved with wrong Entity if players reconnect during the match demo (Thanks rchh!).
- [COMMUNITY SERVERS]
- – Changed default value for cvar sv_quota_stringcmdspersecond=16 to make community servers that don’t actively configure this setting run with a more conservative command rate limit.
- – Fixed a frequent client crash when loading a map with the game alt-tabbed.
- – Damage indicators now display relative to the correct player when watching GOTV/replay using caster camera control.
- [MISC]
- – Fixed a bug where the map overview would move a dead player’s icon to the position of their spectator camera, showing a live player’s position (Thanks jubiii!)
- – Added a missing collection tag to Shadow Case.
- [SERVERS]
- – This update includes a previously released patch for gameservers to deny setinfo calls for keys that weren’t configured at client connection time.
- – Added a convar sv_vote_count_spectator_votes that can be set to zero while enabling sv_vote_allow_spectators to initiate votes without casting an initial YES vote.
- [MAPS]
- Overpass:
- – Grenades will no longer fall between cracks in Bombsite B
- – Added backface to door in upper park (Thanks Guardian!)
- – More accurate collision model on tree and rocks used in upper park
- Cobblestone:
- – Updated loading screen image
- [UI]
- – Fixed main menu being shifted to the left.
- – Fixed model panel not clearing when exiting inventory while in the pause menu.
- – Fixed past tournaments having incorrect scroll state.
- – Wildfire campaign missions have a new HUD element to display your mission objectives and progress.
- [MISC]
- – Fixed a Guardian mission crash.
- [MLG Columbus 2016]
- – Added MLG Columbus 2016 Team and Player Autograph Stickers, now available for purchase, with 50% of the proceeds from sticker sales going to the players and organizations.
- – Stickers can be used as game pieces in the Columbus 2016 Fantasy Team Game and Pick’Em Challenge.
- [HOLIDAY]
- – Added festive chickens.
- [MISC]
- – Updated phong shader to apply envmap albedo tint that matches phong albedo tint and intensity values.
- – r_drawclipbrushes 3 now shows grenadeclip brushes.
- – “ignoremsg” console command behavior should now match the UI feedback it gives.
- [BOTS]
- – Bots can now fire the revolver.
- – Fixed a rare animation bug that would cause bot skeletons to become misaligned in some cases if they spawned with AI disabled.
- [MAPS]
- Nuke
- – Improved grenade clips on door frames.
- – Improved bot navigation.
- – Updated lights.rad with new Nuke asset entries
- Nuke:
- – Open vents no longer shield players from flashbangs
- – Added grenadeclips
- – Improved bot navigation
- – Removed ladder cage from T rooftop
- – Fixed vcollide on door frames
- – Fixed a number of spots where C4 could get lost
- – Fixed C4 and grenades falling through B floor frame
- – Fixed scissor gates blocking flashbangs
- – Fixed a few pixelwalks
- [ OPERATION WILDFIRE ]
- – Added the third Co-op Strike Mission.
- – Added last comic unlock.
- – Added lobby setting to tell you if you are out of missions.
- – Added next mission countdown timer to journal maps.
- [MAPS]
- – Cache
- — Fixed one-way texture at Quad boxes
- — Improved visibility of vents
- — Fixed pixelwalk at B fences
- — Improved matching of foot-step sounds and ground materials across the map
- – Coast
- — Fixed pixel walk in A site
- — Removed exploitable angle in B site
- – Royal
- — Various clipping fixes
- – Mikla
- — Fixed invisible collision near mid
- — Updated radar
- — Moved T spawns further back
- Cruise
- — Various bug fixes
- – Santorini
- — Fixed an issue where players could get stuck on the inner walls of Café
- — Fixed a pixelwalk at mid
- [ MISC ]
- – Fix for a func_tracktrain that could pass through players when they were overlapping.
- [ SDK ]
- – Added the vscript function StopSound.
- [OPERATION WILDFIRE ]
- – Fixed the first Co-op Strike mission not granting a star if players did not win in the first round.
- – Added a countdown timer to main menu missions UI indicating when the next campaign mission is available.
- – Fixed the Mission UI not updating immediately when the next campaign mission is available.
- [ LINUX ]
- – Fixed a crash that was occurring on Coast and some other maps.
- [ MISC ]
- – Fixed a case where Gemini campaign mission could not get checked off in the campaign journal even when the mission was active for the player at the time of completion.
- – Added engine support for up to 4096 model precache table entries.
- – cl_timeout setting is now capped at 30 seconds.
- – Fixed weapon_fire event for the Medi-Shot having the incorrect “weapon” sent.
- – Added missing tagrenade_detonate event.
- – Fixed missing alphas to resolve un-skinned areas on the following weapons: USP-S | Royal Blue, P90 | Desert Warfare, UMP-45 | Corporal, SCAR-20 | Cyrex
- – Improved vert count on SCAR-20 scope
- [ UI ]
- – Fixed not being able to select the 5th slot when you have a bomb and medi-shot equipped.
- – Fixed not being able to cycle through items in the 5th slot if you had more than 1.
- – Fixed inventory UI hiding when preforming actions on items (like applying stickers) while in the lobby.
- – Fixed lobby displaying incorrect player data when searching solo and using the inventory.
- – Fixed sticker model panel overlapping quit lobby dialog and other dialogs.
- [ GSLT ]
- – User accounts will also receive a temporary cooldown when their Game Server Login Token gets banned.
- [ MISC ]
- – Gemini missions’ previous rating data on in-game scoreboard will now reliably refresh for the players when they replay Gemini missions.
- – Improved bullet accuracy tracking algorithm to correctly account for the last kill of the match.
- – Improved headshot tracking algorithm for shotguns to record a headshot if any of the pellets in the blast hit victim’s head.
- – Tuned Blitz Mission schedule to better fit peak CS:GO users worldwide.
- – Fixed a ladder position interpolation bug that would cause players to teleport back to the top of ladders they fell off of
- – Fixed a rare player collision bug that would deal extreme falling damage to players stuck between nearly vertical level or prop geometry
- – Fixed server crash when players were moving around func_tracktrains entities (fixes community server crashes when running mods Zombie Escape, Minigames, etc).
- – Fixed a regression in StatTrak Music Kits official MVP counter display.
- – Fixed a regression in competitive timeouts voting rules.
- [MAPS]
- – Cache
- — Fixed various minor bugs
- – Safehouse
- — Fixed some trees showing as unlit
- – Mikla
- — Removed some decals
- – Santorini
- — Fixed various minor bugs
- – Nuke
- — Fixed pixel walking on rafters
- — Fixed a number of spots where C4 could be dropped and not retrieved
- — Fixed wallbanging values on trophy room wall
- — Rooftop to Silo jump distance increased slightly
- — Players can no longer defuse the bomb on A site from under the floor on B site
- — Flashbangs now correctly blind players behind toolsblocklight brushes
- OPERATION WILDFIRE]
- – Operation Wildfire is LIVE: http://counter-strike.net/operationwildfire
- — Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
- – The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
- — The Operation Wildfire coin, upgradeable through the completion of challenge missions
- — An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
- — The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
- — The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
- — Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
- — Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
- — Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
- – Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://counter-strike.net/reintroducing_nuke
- [GAMEPLAY]
- – ARMS RACE
- — The leader’s glow in Arms Race no longer shows through walls.
- — M4A1-Silenced has been added to the rifle section of available Arms Race weapons.
- [UI]
- – Fixed AWP icon to better represent the weapon’s silhouette.
- – The English string “ALIVE” in the playercount hud element is now a localized token.
- – Inventory filter for All Weapons now filters out display items and music kits correctly.
- – Inventory sorting by Quality now better groups items within the same quality by their slot.
- – Updated the Nuke loading screen icon.
- [MISC]
- – Fixed particle rain not following the “in eye” player if you were spectating someone.
- – Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.
- [SDK]
- -[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
- – Maps can have multiple radar images based on player height.
- – Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
- — Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
- — Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
- — Added an Exploding Barrel entity for use in the Co-op Strike missions.
- — func_hostage_rescue entity is now able to be disabled.
- — Added a Heavy Phoenix enemy.
- – Added item_coop_coin entity that displays how many (of 3) you’ve collected.
- — In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.
- — Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
- — Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
- – The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
- – prop_door_rotating now blocks nav when closed, locked and unbreakable.
- – Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.
- – Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
- – Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
- – Resurrected the HL2 env_gunfire entity.
- – Added two new convars for managing dropped weapons
- — weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”
- — weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”
- – Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
- – Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
- – Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).
- [MAPS]
- – Nuke
- — Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
- – Cache:
- — Fixed DM spawns
- — Improved radar polish
- — Improved visual polish
- — Added physics to fence in Sun room
- — Fixed numerous “pixel walks”
- — Fixed one-way wallbang at mid (thanks TomCS!)
- — Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
- – Mirage:
- — Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
- — Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
- — Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
- – Slight adjustments to Safehouse, Lake, and Shoots
- [MISC]
- – Explosive damage and damage from flying grenade impacts will now always use armor penetration formulas when the victim wears armor (thanks to the video uploaded by Andrew PhoenixFight3r).
- – Added convar mp_drop_knife_enable (defaults to ‘0’) that allows players on community servers to drop their knives.
- [Linux client]
- – Fixed displays to set on the correct monitor in multi-monitor setups.
- – Fixed a bug in mouse handling when moving mouse toward the top-left.
- 20 JAN 2016 -
- [HOLIDAY]
- – Removed holiday cheer.
- [MISC]
- – Added a convar cl_crosshair_sniper_width to allow increasing width of sniper crosshair lines on high dpi monitors or multimonitor setups.
- – Fixed some looping sounds not stopping after Killer Replay.
- – Bomb plant and defuse are excluded from Low-Light playback.
- – Players can no longer vote-kick a bot.
- – An HE grenade not owned by any connected player will no longer result in kicking the victim for too many suicides.
- [LINUX]
- – Fixed mouse handling in community server dialog.
- [ART]
- – Fixed arms/sleeve textures not rendering in workbench.
- – Fixed minor shadow errors on viewmodels.
- – Optimized CT viewmodel arm texture size.
- GRAPHICS]
- – Updated sticker inspect glove model.
- – Fixed certain video options not getting applied immediately when user changed them during a match.
- – Fixed some cases where updated glove models interpenetrated weapon models.
- [SOUND]
- – Fixed bug that caused some weapons to sound quieter than intended.
- – Minor sound mix changes.
- [LINUX]
- – Fixed a regression where small mouse movements could be ignored.
- [GRAPHICS]
- – Visually upgraded all first-person arm, hands and glove models.
- [KILLER REPLAY]
- – Fixed a bug where client could sometimes get stuck in Killer Replay with a black screen.
- – Fixed a bug where victim weapons could sometimes be invisible in Killer Replay.
- – Player’s own footstep sounds are now correctly mixed as third-person footsteps during Killer Replay.
- – Voice communications are now not faded out before and after Killer Replay.
- [SOUND]
- – Reduced volume falloff distance for USP-S.
- – Removed high frequencies from Killer Replay tape sound.
- – Adjusted falloff curve of ricochet and impact sounds.
- – Minor mix tweaks.
- [MATCHMAKING]
- – Added official game servers in India.
- [LINUX]
- – Upgraded to newer version of libSDL.
- – Improved game performance during the end of match scoreboard.
- – Sound options now distinguish between headphones vs two-speakers options.
- [MISC]
- – Added support for in-game broadcast of Regional Minor Championships.
- MISC]
- – Client bone setup performance optimizations.
- – Fixed bullet hits on players beyond max bullet penetration distance always counting as penetration hits.
- [KILLER REPLAY]
- – Fixed sometimes incorrect in-scope fog and blur in Killer Replay.
- – Fixed some instances where a player could get stuck in Killer Replay.
- [GAME STATE INTEGRATION]
- – Bomb plant timer Game State Integration event is now slightly delayed when playing on Terrorist or Counter-Terrorist team.
- – CDN URLs for images of weapons and weapon finishes are now available in items_game_cdn.txt
- [STEAM CONTROLLER]
- – Added support for haptic feedback.
- – Use steam_controller_haptics convar to turn haptics on or off.
- [GAMEPLAY]
- – Reverted recent changes to pistols and the AK-47, M4A4, and M4A1-S (see the CS:GO blog for details).
- [MISC]
- – Other players can now hear the sound of the R8 Revolver primary fire hammer just before it fires.
- – Smoke clouds from smoke grenades detonated by burning fire will now correctly cover the ground instead of floating above that area.
- – Fire grenades that had been only partially extinguished by smoke will no longer deal damage from the flames under smoke grenade (fix for a bug discovered by jasonRRR)
- – Flames from fire grenades that are still spreading will no longer spread into the smoke cloud and will instead spread along the edge of the smoke cloud.
- – Fixed up-to-360-degree camera flip in Killer Replay.
- – Fixed an instance where an offer showed the incorrect price.
- [MISC]
- – Fixed exploits with the R8 Revolver, including being able to fire during freezetime or defusal, and the ability to hold the primary hammer back indefinitely.
- – Fixed a disappearing smoke exploit.
- – Fixed a timeouts-related exploit.
- – Fixed competitive UI flickering at the end of rounds.
- – Fixed a regression in logaddress_add to allow DNS hostname resolve.
- – Fixed a rare game server crash after replay.
- – R8 Revolver now correctly shows up in weapon_fire events.
- – Added map mode to game stats integration.
- [WINTER UPDATE]
- – Slight adjustments to Holiday Cheer.
- – Gifts are now available for purchase. Gift leaderboards will be displayed until January 15th.
- – Added the Revolver Case.
- – Added several new community sticker capsules, currently available as offers.
- – Added Service Medals for 2016. Players achieving Global General rank after December 31st will receive the new year’s medal.
- [R8 REVOLVER]
- – Added a new secondary weapon, the R8 Revolver, which occupies the Desert Eagle loadout slot.
- [GAMEPLAY]
- – In Competitive Matchmaking times are now 1:55 and 0:40 for round and C4, respectively. These are also the new times for CSGO Major Championships.
- – Adjusted recovery time on the AK47, M4A4, and M4A1-S assault rifles to reduce the range at which spraying is preferable to tapping/bursting.
- – Increased move inaccuracy on pistols: Elites, Fiveseven, Glock, P2000, P250, Tec9, USP, CZ75a.
- – Added team timeouts to Competitive Matchmaking, which can be called with a vote. Default is 60 seconds, set by mp_team_timeout_time.
- [KILLER REPLAY]
- – Added new Killer Replay to Casual and Demolition modes. GOTV must be active on the server to enable the feature.
- – Menu option Help/Options->Game Settings->Automatic Killer Replay will turn replay off.
- – Several convars are available to customize the Killer Replay. Search for ‘replay’ in the console for a complete list.
- [COMMUNITY]
- – Game servers and GOTV relays not logged in to a persistent game server account with a Game Server Login Token (GSLT) will only allow clients to connect from the same LAN.
- – Community servers can now be only connected by their real public IP or their internal RFC1918 address.
- – To create a GSLT, visit the GSLT creation utility here: http://steamcommunity.com/dev/managegameservers
- – Each GSLT is restricted for use on one dedicated server instance only, and should be passed on command line with +sv_setsteamaccount THISGSLTHERE -net_port_try 1
- – Added an option to report servers for misrepresenting players’ inventory and/or rank.
- – Game servers will now display their SteamID to an operator’s status request in the server console.
- – Game servers with GOTV enabled and GOTV relays that need to support external clients connecting on GOTV port must set tv_advertise_watchable 1
- [MISC]
- – Users’ options are now stored independently in a Steam account-local data folder and can be different across Steam accounts on the same machine.
- – Administrators setting up tournament Active Directory logons with Roaming Profiles can create a directory inside the user’s roaming profile storage and expose that location to the game by setting an environment variable USRLOCALCSGO=%USERPROFILE%\AppData\Roaming\csgo
- – Video options for shadow quality, model/texture detail, effect detail, shader detail, and texture filtering mode can now be autodetected at startup to adjust for multitasking with other background applications. These video options can also be permanently set by the user to remain the same regardless of other background applications detected during game launch.
- – Minor sound mix tweaks. First person footsteps slightly quieter, third person footstep volume remains unchanged.
- – Highlights and Lowlights now transition smoothly between clips.
- – Lowlights will now identify the target using the same visual indicator as the Killer Replay.
- [MAPS]
- – Fixed some surfaces playing the wrong footstep sounds in Mirage, Overpass and Train.
- – Fixed a DM spawnpoint in de_dust where the player would get stuck.
- [STEAM CONTROLLER]
- – Made toggle crouch work
- – Fixed several bugs
- [GAME STATE INTEGRATION]
- – CS:GO’s game state can be relayed remotely, allowing third parties to integrate their services with the game. For example, game state integration was used at the CS:GO Major Championship at DreamHack Cluj-Napoca to present special stage effects (e.g., lighting and pyrotechnics) during a match.
- – For details on how to set up your service to use game state integration, visit the wiki page here: https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Game_State_Integration
- [SERVERS]
- – Added official servers in Hong Kong
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- Release Notes for 11/12/2015
- 12 NOV 2015 -
- [SOUND]
- – Added new footstep sounds for tile surface type.
- – Minor volume mix changes.
- – First-person footsteps are now slightly quieter. Third-person footsteps are unchanged.
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- MLG Columbus: Quarterfinals
- English
- [SOUND]
- – Added new footstep sounds for tile surface type.
- – Minor volume mix changes.
- – First-person footsteps are now slightly quieter. Third-person footsteps are unchanged.
- [SOUND]
- – Increased fidelity and weight of jump land sound.
- – Landing sounds now play an additional sound depending on the surface.
- – 3rd person footsteps are now slightly louder in relation to weapon sounds for increased positional clarity. (Further volume compression may be possible by enabling “sound normalization,” “volume equalization,” or a similar setting in your audio playback device properties)
- – New surface footstep sounds to reduce repetition and phasing as well as increasing listenability and positional clarity.
- — Concrete
- — Wood
- — Rubber
- — Snow
- — Glass
- — Grass
- — Mud
- — Dirt
- — Solid Metal
- — Metal Grate
- — Metal Chainlink
- – Fixed a bug where give_ammo sound was playing for every shotgun shell insertion animation.
- – Minor volume mix adjustments
- – (Note: For players using virtual surround sound, please be sure to set the audio settings in CSGO to 5.1 speakers.)
- [MISC]
- – Awp now always un-zooms during reload animation
- – Misc player animation CPU performance optimizations
- – Overview icons can now be scaled with the convar mapoverview_icon_scale
- [STEAM CONTROLLER]
- – Game now requires Steam Client to be updated as of Oct 14 2015 or later.
- – Added native support for the Steam Controller
- [ DEDICATED SERVERS ]
- – Added concommand sv_setsteamaccount to specify Game Server Login Token. To create a GSLT go to
- http://steamcommunity.com/dev/managegameservers
- [MAPS]
- -Overpass
- –Fixed a 3 man boost in back of bombsite A, towards bombsite B
- –Red toolcart in connector will no longer kill you
- [ DEDICATED SERVERS ]
- – Increased max command line limit on Linux.
- – Added support for running two GOTV masters with different rates on the same game server.
- — To activate the second GOTV master game server can launch with the following additional parameters: -addhltv1 +tv_enable1 1 +tv_snapshotrate1 128
- — To issue commands to a specific GOTV instance use “-instance 0″ or “-instance 1″: tv_record mygotv128tick.dem -instance 1
- [DreamHack Cluj-Napoca 2015]
- – Team stickers and stickers autographed by professional CS:GO players are now available for purchase.
- For details visit: http://www.counter-strike.net/pickem/cluj2015
- – Tournament stickers can be used as game pieces in the two Cluj-Napoca Tournament games:
- — Fantasy Team Game: Compete against the global CS:GO community to win a Fantasy Trophy by building your dream CS:GO roster and achieving one of the top scores in the all new Fantasy Team Game.
- — Pick’Em Challenge: Earn a Pick’Em Trophy by choosing the winning teams for each match throughout the Tournament. The more correct choices, the better the trophy!
- [MAPS]
- Mirage
- – Fixed some exotic spots where C4 could get stuck (Thanks amitkilo!)
- – Moved palmtree behind ticketbox slightly, to make CTs easier to see.
- Train
- – Fixed a spot where C4 could get stuck on A site
- – Fixed an unintended boost in A site
- [ GAMEPLAY ]
- – Adjusted player flashbang reaction animation so the raised arm matches first-person blindness.
- [ MISC ]
- – Players will no longer get the default weapon in a loadout slot when the game server loses connection to the GC.
- – Bots no longer get stuck in a crab-walk after a rare failure during crouch-jump.
- [MAPS]
- Cobblestone
- – Fixed some areas where players could look through model backfaces
- [OPERATION BLOODHOUND]
- – Operation Bloodhound has come to a close.
- – The Falchion Case will be available as a drop for all players.
- [GAMEPLAY]
- – Zeus:
- — Increased price to $200
- — Reduced kill award to $0
- — Reduced max player speed to 220
- [UI]
- – New Music Kits will be available for purchase directly in the main menu for a limited time.
- [MISC]
- – In official competitive matches, voice communications are now team-only in warmup and half-time, allowing players to discuss player roles and strategies.
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