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CS:GO update for 9/15/15
1
#1
Patch Notes
0 Frags +

Via the CS:GO blog:

Valve[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata
[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers
[ RENDERING ]
– Fixed improper stencil state in glow pass rendering
[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread
– Zeus x27
— Reduced price to $100
– Dual Berettas
— Increased armor penetration
— Increased range modifier
[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions
[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).

Rumor has it:

- Some matches may run into delays tonight
- If you or your league do NOT want to play with the balance changes applied: a previous version branch under the name of "sep_03" is available, which will be the state of the game as of the 9/3/15 update
- To opt in on the client side: go to CS:GO properties in your Steam library by right-clicking on it and clicking "Properties", then go to the "BETAS" tab and select "sep_03" from the dropdown, and Steam will reacquire files from the time of that update
- To opt in for servers: "+app_update 740 -beta sep_03" in SteamCMD

- VPK contents diff (lots of stuff changed!) and strings: https://github.com/SteamDatabase/GameTracking/commit/064363c06b491431c89ef841678907769f69c99b

- C4 script change: https://github.com/SteamDatabase/GameTracking/commit/cdb11985c0bcb6268dbd0d147ce502640cfe24f6

- Size is ~100 MB

Via [url=http://blog.counter-strike.net/index.php/2015/09/12496/]the CS:GO blog[/url]:

[quote=Valve][ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata
[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers
[ RENDERING ]
– Fixed improper stencil state in glow pass rendering
[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread
– Zeus x27
— Reduced price to $100
– Dual Berettas
— Increased armor penetration
— Increased range modifier
[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions
[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).[/quote]

Rumor has it:

- [B]Some matches may run into delays tonight[/B]
- [B]If you or your league do NOT want to play with the balance changes applied[/B]: a previous version branch under the name of "sep_03" is available, which will be the state of the game as of [url=https://www.reddit.com/r/GlobalOffensive/comments/3jjtso/counterstrike_global_offensive_update_for_9315/]the 9/3/15 update[/url]
- To opt in on the client side: go to CS:GO properties in your Steam library by right-clicking on it and clicking "Properties", then go to the "BETAS" tab and select "sep_03" from the dropdown, and Steam will reacquire files from the time of that update
- To opt in for servers: "+app_update 740 -beta sep_03" in SteamCMD

- VPK contents diff (lots of stuff changed!) and strings: https://github.com/SteamDatabase/GameTracking/commit/064363c06b491431c89ef841678907769f69c99b

- C4 script change: https://github.com/SteamDatabase/GameTracking/commit/cdb11985c0bcb6268dbd0d147ce502640cfe24f6

- Size is ~100 MB
2
#2
6 Frags +

– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
Increased base spread
– Zeus x27
Reduced price to $100

first round zeus rounds is always viable now

– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— [b]Increased base spread[/b]
– Zeus x27
— [b]Reduced price to $100[/b]

first round zeus rounds is always viable now
3
#3
1 Frags +

zeus was already op but holy shit, is this a jumping hitbox fix?

zeus was already op but holy shit, is this a jumping hitbox fix?
4
#4
1 Frags +

fixed hitboxes so you can get zeused easier

fixed hitboxes so you can get zeused easier
5
#5
4 Frags +

rip M4A1-S

rip M4A1-S
6
#6
4 Frags +

nerf weapon, reduce price, ok solid balance!

nerf weapon, reduce price, ok solid balance!
7
#7
0 Frags +

new animations look silly af but at least hitboxes are fixed

new animations look silly af but at least hitboxes are fixed
8
#8
1 Frags +
d_bnew animations look silly af but at least hitboxes are fixed

screenies?

[quote=d_b]new animations look silly af but at least hitboxes are fixed[/quote] screenies?
9
#9
0 Frags +

http://blog.counter-strike.net/index.php/2015/09/12492/

http://blog.counter-strike.net/index.php/2015/09/12492/
10
#10
-10 Frags +

Revert it please

or at least revert the m4a1s rof

Revert it please

or at least revert the m4a1s rof
11
#11
2 Frags +

Sounds like an amazing update to fix the hitreg. Pretty good for the comp scene

Sounds like an amazing update to fix the hitreg. Pretty good for the comp scene
12
#12
7 Frags +

People are so pissed about the defusing animation but they should be so excited because of the hitboxes

People are so pissed about the defusing animation but they should be so excited because of the hitboxes
13
#13
4 Frags +

https://www.youtube.com/watch?v=Jj3P9_Slr2w&feature=youtu.be

[youtube]https://www.youtube.com/watch?v=Jj3P9_Slr2w&feature=youtu.be[/youtube]
14
#14
-1 Frags +

i used the m4a4 regardless but thats just preference, guess now it isnt, also zues hype!

i used the m4a4 regardless but thats just preference, guess now it isnt, also zues hype!
15
#15
1 Frags +

what the fuck are these lasers when I defuse

what the fuck are these lasers when I defuse
16
#16
15 Frags +

https://pbs.twimg.com/media/CO-x1k_WcAAPjp1.jpg

[img]https://pbs.twimg.com/media/CO-x1k_WcAAPjp1.jpg[/img]
17
#17
1 Frags +

wtf is that umbilical cord that comes out when ur defusing

wtf is that umbilical cord that comes out when ur defusing
18
#18
2 Frags +

lol you will never get away with fake defusing

lol you will never get away with fake defusing
19
#19
2 Frags +

https://www.youtube.com/watch?v=H25vSFpcZ6M

https://www.youtube.com/watch?v=H25vSFpcZ6M
20
#20
10 Frags +

STOP

BUFFING

PISTOLS

STOP

BUFFING

PISTOLS
21
#21
0 Frags +

ironically the m4a1 nerf makes it even easier to use

ironically the m4a1 nerf makes it even easier to use
22
#22
0 Frags +

slower firing speed has already fucked me on one spraydown though

i think they're going to revert at least part of this nerf, a huge portion of people will be using m4a4

slower firing speed has already fucked me on one spraydown though

i think they're going to revert at least part of this nerf, a huge portion of people will be using m4a4
23
#23
2 Frags +

Revert player running models + switching weapons - firing speed on m4a1..
- 1 shot pistols (deag still 1 shots)

Good to go

Revert player running models + switching weapons - firing speed on m4a1..
- 1 shot pistols (deag still 1 shots)

Good to go
24
#24
1 Frags +

i think you can leave the 1 shot ability on pistols but you need to nerf the running accuracy like crazy

running and gunning and strafe spam should not be a viable option against rifles

i think you can leave the 1 shot ability on pistols but you need to nerf the running accuracy like crazy

running and gunning and strafe spam should not be a viable option against rifles
25
#25
8 Frags +

http://plays.tv/video/55f8ab638a93bd1f1b

http://plays.tv/video/55f8ab638a93bd1f1b
26
#26
0 Frags +

This was just uploaded by lolyou, but I gotta ask, is strafing in general messed up? Or just with ladder boosting/strafing from ladders

[url=https://www.youtube.com/watch?v=j_pEVfkXLXg]This was just uploaded by lolyou[/url], but I gotta ask, is strafing in general messed up? Or just with ladder boosting/strafing from ladders
27
#27
4 Frags +
Thalashhttp://plays.tv/video/55f8ab638a93bd1f1b

https://www.youtube.com/watch?v=VFKVUzjzI7Y
They fixed this in source how do you break it again in csgo

[quote=Thalash]http://plays.tv/video/55f8ab638a93bd1f1b[/quote]
https://www.youtube.com/watch?v=VFKVUzjzI7Y
They fixed this in source how do you break it again in csgo
28
#28
-2 Frags +

The m4a1 is just awful atm.
Pistols are extremely OP.
The animations are horrible.

The m4a1 is just awful atm.
Pistols are extremely OP.
The animations are horrible.
29
#29
2 Frags +
kiozThe m4a1 is just awful atm.
Pistols are extremely OP.
The animations are horrible.

they fix the hitboxes and all you can do is complain

[quote=kioz]The m4a1 is just awful atm.
Pistols are extremely OP.
The animations are horrible.[/quote]

they fix the hitboxes and all you can do is complain
30
#30
-1 Frags +
JuicykiozThe m4a1 is just awful atm.
Pistols are extremely OP.
The animations are horrible.

they fix the hitboxes and all you can do is complain

Ofc the hitboxes being fixed is a good thing.
However the rest is just not good at all. The m4a1 is absolutely dreadful.

[quote=Juicy][quote=kioz]The m4a1 is just awful atm.
Pistols are extremely OP.
The animations are horrible.[/quote]

they fix the hitboxes and all you can do is complain[/quote]

Ofc the hitboxes being fixed is a good thing.
However the rest is just not good at all. The m4a1 is absolutely dreadful.
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