sv_aa from 10 to 12 big difference
On Wed, Feb 5, 2014 at 6:14 PM, Ido Magal <[email protected]> wrote: > The update is now live. > > > > The previous version has been pinned as 'jan_24' > > > > thanks. > > > > > > Release Notes for 2/5/2014 > > > > [ STICKERS ] > > - Added Sticker Capsules. Each capsule contains one sticker out of a > series of sticker designs. > > - Sticker Capsules can be received as drops at the end of matches, and are > opened using a Sticker Capsule Key. > > - A sticker can be applied to any gun, and each gun can hold multiple > stickers. > > > > [ MISC ] > > - Several adjustments to improve performance for a range of hardware > configurations. > > - Ended Operation Bravo. > > - Overpass and Cobblestone maps are now available to everyone. > > - Removed the following items from the store: > > -- Season's Gifts. They are still marketable on the Community Marketplace > and remain fully functional. > > -- Operation Bravo Passes. They are still marketable on the Community > Marketplace and can be redeemed for an Operation Bravo Coin. > > - Doing an ent_create now orients the created entity opposite the > player's orientation so it's facing the player. > > - Added a new material type called 'Lightmapped_4WayBlend' that can be > used on displacements. Documentation can be found here: > https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend > > - Added more diagnostic information for buffer overflows in network > channel. > > > > [ UI ] > > - Removed rouge [sic] pixel on mode map selection UI. > > - Added player teammate colors in Competitive Mode that displays a unique > color per teammate in the radar, playercount panel, scoreboard and the > arrow over their head (can be toggled offline with > cl_cmm_showteamplayercolors). > > - Reduced translucency of avatars in playercount panel and did some minor > visual updates. > > - Enemies icons on radar are now a different shape than teammates. > > - Hostages on radar now have an H in the dot and never rotate. > > - Added sort method 'Equipped' to the Inventory. > > - Added a setting to Game Options that allows hiding Team Tags in death > notices. > > - Team tags now scale to fit in the scoreboard and no longer overlap ping > or get get cut off. > > - Fixed an issue where sometimes no live games could be found in the Watch > panel for the first minute after game launch. > > > > [ GAMEPLAY ] > > - All grenades now have a secondary fire that throws an underhand grenade > a short distance in front of the player. > > -- Secondary fire can be combined with primary fire to precisely adjust > the strength of the throw. > > > > - Weapon balance has been adjusted: > > -- Improved Desert Eagle accuracy recovery > > -- Improved Sg553 and AUG rates of fire. > > -- Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ). > > -- Increased movement inaccuracy on all automatic weapons by 50%. > > -- Movement inaccuracy when walking is now calculated differently, > resulting in better walking accuracy across the board. > > - sv_airaccelerate has been slightly increased. > > > > [ MAPS ] > > - Mirage > > -- Fixed a bug where you could peek over a crate at CT stairs. > > -- Added a peek position in Bombsite A connector, towards Palace exit. > > -- Clipped benches inside palace. > > -- Fixed some boost/exploit spots (Thanks F3RO!). > > -- Breakable metal panels can no longer be shot through without triggering > break effect. > > -- Made it easier to get into hole leading to CT sniper window. > > -- Made it easier to move over cart leading to B route from CT spawn. > > -- Reworked cover in Bombsite A. > > -- Reworked cover in Bombsite B. > > > > - Overpass > > -- Changed cover in playground. > > -- Fixed smoke sorting on water. > > -- Made players easier to see in park connector stairs. > > -- Raised upper park divider to prevent peeking over it. > > -- Increased ambient lighting. > > -- Made bridge near Bombsite B twice as wide. > > -- Made it easier to spot players in T side of canal. > > -- Simplified the layout of Bombsite B slightly. > > -- Removed small tree at CT side of upper park. > > -- Blocked visibility through truck in Bombsite A. > > -- Tweaked soundscape. > > -- General optimizations. > > > > - Inferno > > -- Fixed a bug where players could get stuck in ceilingfans. > > -- Fixed some areas where thrown C4 could get stuck. > > -- Increased brightness slightly in hallway leading to balcony in Bombsite > A. > > -- Fixed gaps that players could see through in Bombsite B. > > -- Made wall penetration in construction more consistent (Thanks > Pawlesslol!). > > -- Nerfed the refire rate on the churchbells (changed from infinite dings > per second to 1 ding per second). > > -- General optimizations. > > > > - Dust 2 > > -- Removed dark texture near tunnel stairs. > > -- Removed sky collision over building near T spawn. > > -- Covered up shadow that looked like a player near CT spawn. > > -- Fixed invisible ledges on curved corners. > > > > - Assault > > -- Fixed various graphical bugs. > > -- Fixed bugs related to prop_physics_multiplayer. > > -- Added a CT van to CT spawn. > > -- Fixed an exploit where players could get out of the map. > > > > > > *From:* Ido Magal > *Sent:* Wednesday, February 05, 2014 4:06 PM > *To:* '[email protected]'; ' > [email protected]' > *Subject:* CSGO 1.32.1.0 > > > > We hope to have an update ready soon. > > > > Thanks. > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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