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Sunday, 25 September 2016

Counter-Strike: GO Last Update

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If you were bothered by Counter-Strike: Global Offensive's hitboxes, now might be a time to give the PC shooter another chance. Valve has released a new update for the game that, among other things, includes a new player animation system that "modernizes" players' skeletons and hitboxes.

Reddit user piccdk created the image below, which offers a nice comparison between old and new.


The Global Offensive update also upgrades all existing body animations and adds new ones for visible weapon displays, bomb defusing, and ladder climbing.

"Upgrading classic maps and adjusting weapon balance are just some of the ways CS:GO is constantly evolving," Valve said on the Counter-Strike blog. "We expect to continue iterating on animation in future updates, so jump into a game and let us know what you think!"

Global Offensive is one of the most popular games on all of Steam. Right now, it is the top overall game on the platform with more than 614,000 people playing the game, outpacing even DOTA 2.

Global Offensive Patch Notes:

[ 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).

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