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.
>
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>
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