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[Official] Counter Strike Global Offensive Thread - Page 30

post #291 of 22618
Quote:
Originally Posted by dmasteR View Post

completely agree with everything, especially those tracers. Gosh tracers completely bug me out.
Are you talking about surfing in CS:GO? Or just surfing in CS in general?

Well considering I was posting ABOUT the beta and how I'm in it like 2 pages back or something I've definitely heard of CS/ CSGO. I meant surfing lol
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post #292 of 22618
Thread Starter 
Quote:
Originally Posted by Ghooble View Post

Well considering I was posting ABOUT the beta and how I'm in it like 2 pages back or something I've definitely heard of CS/ CSGO. I meant surfing lol

That wasn't my question. tongue.gif

I was asking if you were talking about CS:GO Surfing, or just Surfing in general in CS. Surprised you haven't heard of surfing though, have you tried mini games then or any the other mods?
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post #293 of 22618
Quote:
Originally Posted by dmasteR View Post

That wasn't my question. tongue.gif
I was asking if you were talking about CS:GO Surfing, or just Surfing in general in CS. Surprised you haven't heard of surfing though, have you tried mini games then or any the other mods?

OH lol. I meant surfing in general. Really the only mod I've tried in CSS is gun game. I kept meaning to broaden my horizons but GG is just so fun rolleyes.gif
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post #294 of 22618
Thread Starter 
Quote:
Originally Posted by Ghooble View Post

OH lol. I meant surfing in general. Really the only mod I've tried in CSS is gun game. I kept meaning to broaden my horizons but GG is just so fun rolleyes.gif

When you do get your chance, try out some of the other mods. Mini-games, surf, Zombies, RPG (WC3, and whatever else there are now days), there's more than this. I'm sure someone else can elaborate, I hardly ever play anything but regular CS. redface.gif
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post #295 of 22618
Quote:
Originally Posted by dmasteR View Post

When you do get your chance, try out some of the other mods. Mini-games, surf, Zombies, RPG (WC3, and whatever else there are now days), there's more than this. I'm sure someone else can elaborate, I hardly ever play anything but regular CS. redface.gif

Understandable. If I were a competitive player for CS (maybe some day rolleyes.gif ) then I'd probably stick to standard as well.
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post #296 of 22618
Ghooble, there is Zombie Horror RPG mod (forgot the name) where it is players vs. AI. There is also Zombie Escape for CS:S which is players vs. players.

Surfing is pretty fun to play.
Edited by Riou - 5/2/12 at 5:46pm
post #297 of 22618
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Quote:
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).

Update just came out! thumb.gif
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post #298 of 22618
Tonights update seems to have screwed my game kind of hard. I am now really choppy (still have 120-170 FPS). Every five seconds or so things get jerky for a split second. Its super annoying.
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post #299 of 22618
Ugh, I really want to play this! I would totally trade someone a DOTA2 invite for a CS:GO invite!
Retribution.
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post #300 of 22618
question for you guys? when you get invited to the beta, do you also get an invite to give out to someone?
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