Via the CS:GO blog:
Valve[Gameplay]
– The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
– When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
– If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
– Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
– The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
– First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
– Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
– Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.
– Molotovs are no longer extinguished by smokes that are above the fire height.
– Molotovs no longer spread under closed doors.
– Smoke grenades no longer get stuck in player clips when they extinguish flames upon bouncing off a wall.
[Sound]
– Increased fidelity and reduced distortion for fire sounds for AWP, SSG 08, G3SG1 and SCAR-20.
– Added unique reload, distant and draw sounds for SSG 08, G3SG1 and SCAR-20.
– Gunshot tails for AWP, SSG 08, G3SG1 and SCAR-20 no longer remain at the position they were fired, and instead more accurately spread over the environment.
[Maps]
– Latest version of de_cache, minor bug fixes.
[Misc]
– Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
– Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.
Rumor has it:
- Feel free to take a listen to the new AWP/SSG 08/G3SG1/SCAR-20 sounds on YouTube:
https://www.youtube.com/watch?v=70Ly5QnMXY0
- Yes, ESEA's gonna be broken as it usually is after updates - you'll need to wait on them to get things going again
- Script changes for the new (auto-)sniper sound changes and VPK contents diff: https://github.com/SteamDatabase/GameTracking/commit/b24b081a8383e636bd954ca7cd34df5211154851
- As there's still a small trickle of these people, slowly but surely as Redstone 1 rolls out: if you're intending on reporting issues (don't be afraid, you never know if you're not the only one!), and you happen to be on Windows 10, please make mention of whether or not you're on Redstone 1/the "Anniversary Update" as not all issues may be caused by this update itself (or the previous one), but by Redstone 1
- Unsure of whether or not you're on Redstone 1? Search for "winver", and if "OS Version" is 1607, you're on Redstone 1. Otherwise, if it says 1511, you're still on Threshold 2
- It's strongly advisable though that due to how bug-riddled Redstone 1 continues to be that you take any and all available steps to hold off on the Threshold 2 to Redstone 1 jump for a week or two while issues are slowly but surely fixed
- I'll leave this notice out by mid-October as most Redstone 1-related issues should have been ironed out by then, either by Microsoft or by you
- Size is ~50 MB
Via [url=http://blog.counter-strike.net/index.php/2016/09/16029/]the CS:GO blog[/url]:
[quote=Valve][Gameplay]
– The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
– When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
– If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
– Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
– The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
– First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
– Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
– Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.
– Molotovs are no longer extinguished by smokes that are above the fire height.
– Molotovs no longer spread under closed doors.
– Smoke grenades no longer get stuck in player clips when they extinguish flames upon bouncing off a wall.
[Sound]
– Increased fidelity and reduced distortion for fire sounds for AWP, SSG 08, G3SG1 and SCAR-20.
– Added unique reload, distant and draw sounds for SSG 08, G3SG1 and SCAR-20.
– Gunshot tails for AWP, SSG 08, G3SG1 and SCAR-20 no longer remain at the position they were fired, and instead more accurately spread over the environment.
[Maps]
– Latest version of de_cache, minor bug fixes.
[Misc]
– [b]Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)[/b]
– Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.[/quote]
Rumor has it:
- Feel free to take a listen to the new AWP/SSG 08/G3SG1/SCAR-20 sounds on YouTube: [youtube]https://www.youtube.com/watch?v=70Ly5QnMXY0[/youtube]
- Yes, ESEA's gonna be broken as it usually is after updates - you'll need to wait on them to get things going again
- Script changes for the new (auto-)sniper sound changes and VPK contents diff: [url]https://github.com/SteamDatabase/GameTracking/commit/b24b081a8383e636bd954ca7cd34df5211154851[/url]
- As there's still a small trickle of these people, slowly but surely as Redstone 1 rolls out: if you're intending on reporting issues (don't be afraid, you never know if you're not the only one!), and you happen to be on Windows 10, please make mention of whether or not you're on Redstone 1/the "Anniversary Update" as not all issues may be caused by this update itself (or the previous one), but by Redstone 1
- Unsure of whether or not you're on Redstone 1? Search for "winver", and if "OS Version" is 1607, you're on Redstone 1. Otherwise, if it says 1511, you're still on Threshold 2
- It's strongly advisable though that due to [url=http://www.infoworld.com/article/3107238/microsoft-windows/more-win-10-anniversary-update-problems-and-what-to-do-about-them.html]how bug-riddled Redstone 1 continues to be[/url] that you take any and all available steps to hold off on the Threshold 2 to Redstone 1 jump for a week or two while issues are slowly but surely fixed
- I'll leave this notice out by mid-October as most Redstone 1-related issues should have been ironed out by then, either by Microsoft or by you
- Size is ~50 MB
hallelujah
let's hope these changes actually work in-game
hallelujah
let's hope these changes actually work in-game
the new sniper rifle sounds tho
the new sniper rifle sounds tho
if only they would implement a beta into tf2, and make fixes from it
if only they would implement a beta into tf2, and make fixes from it
Valve ruins the sounds more and more with each update. Seriously, stop Valve.
Valve ruins the sounds more and more with each update. Seriously, stop Valve.
the awp, scout and CT dakdak sounds are warming up to me tbh
also
the awp, scout and CT dakdak sounds are warming up to me tbh
[url=https://www.youtube.com/watch?v=WEmiMvTME_E]also[/url]
The awp sounds like lightning in the distance. P sick
The awp sounds like lightning in the distance. P sick
crouch jump bug allows you to jump up 80 unit blocks
E.g you can self boost into vents from B site on cache, into window from mid on mirage
crouch jump bug allows you to jump up 80 unit blocks
E.g you can self boost into vents from B site on cache, into window from mid on mirage