steam_news
05.05.2012, 05:08
Gameplay:[br]⢠Added Classic Casual to the Find a Game options.[br]⢠Increased running inaccuracy of rifles and snipers. Lowered recoil of negev, lowered standing inaccuracy for negev. improved famas secondary burst grouping, increased ak47 recoil[br]⢠Added money bonus to knife kills.[br]⢠Bot difficulty tuned.[br]⢠Removed the grace period for defusing the bomb as it allows to many hard-to-fix exploits.[br]⢠Fixed elite cycle time to be the same as CSS[br][br]UI:[br]⢠Update to the Main Menu screen:[br] - Rank medals earned by the player will now be displayed underneath their name.[br]⢠Play menu screen updates:[br] - Updates to win panel for Arms Race including: improvements to displaying the winner, animated elements, and progression icons.[br]⢠Fixed demo playback loading screen problem.[br]⢠Fixed placeholder elements on generic loading screen.[br]⢠Added timer to continue loading screen.[br]⢠Fixed assists in death messages showing up in modes other than "Classic".[br]⢠Fixed the "Next Weapon" panels not displaying properly in Arms Race before you got your first kill.[br]⢠Fixed alert text popping (position/opacity) behind the Exclamation Point graphic when the animation first comes up when the buy time has expired.[br]⢠Condensed spectator panel to minimize overlap with other hud elements.[br]⢠Removed old green tint from radar directional arrow and ring to match current HUD gray color scheme.[br]⢠Win panel can now show progress made towards stat based achievements completed that round.[br]⢠Fixed Demolition mode next weapon icons being incorrect.[br]⢠Added missing outline on incendiary grenade icon.[br]⢠When using a gamepad, the left and right shoulder button glyphs will gray out when there is no one left to spectate.[br]⢠Fix for the gun icons being too big and cutoff.[br][br]Maps:[br]⢠Added Nuke SE[br]⢠Added Inferno SE[br]⢠Dust SE[br] - Added overviews for radar[br]⢠Aztec SE[br] - Added overviews for radar[br]⢠Dust[br] - Adjusted size of buy zones for both CT and T's.[br]⢠Shorttrain[br] - Updated radar overhead map: Removed corner sections, towers, and yellow "garbage" can from bomb planting zone.[br]⢠Train[br] - Increased accuracy of bomb and buy zone graphical indicators on radar image.[br]⢠Inferno[br] - Updated size and location of buy and spawns zone graphics.[br]⢠St Marc[br] - Rescaled radar overhead map and angled the bomb zone graphic to match the actual angle of the zone.[br] - Adjusted color-correction settings.[br]⢠Safehouse[br] - Adjusted color correction settings.[br] - Adjusted radar image scale and position.[br]⢠Italy[br] - Adjusted buy and spawn zone graphics for CT's and T's.[br] - Fixed extra-large and bright light coronas in hostage area and Wine Cellar.[br] - Fixed a tree at Right Alley[br] - Made a slew of accessible areas inaccessible. Thank you, Maiho for identifying these.[br] - Adjusted color-correction settings.[br]⢠Aztec[br] - Updated buy and spawn zone graphics on radar image.[br]⢠Dust 2[br] - Expanded and moved both the CT a T buy and spawn zones in radar image.[br]⢠Bank[br] - Increased active game area border line weight from 1 to 2 pixels in radar.[br] - Adjusted color-correction settings.[br] - Fixed stretching polygons on the door frame at Gas Station.[br] - Fixed the door model at Market.[br]⢠Nuke[br] - Adjusted spawn and buy zone graphic indicators on radar image.[br]⢠Baggage[br] - Readjusted color-correction settings.[br]⢠Lake[br] - Increased active game area border line weight from 1 to 2 pixels in radar.[br] - Adjusted color correction settings.[br]⢠Sugarcane[br] - Updated color-correction settings.[br]⢠Office[br] - Adjusted buy and spawn zone graphics for CT's and T's.[br] - Adjusted color correction settings.[br] - Fixed a bug where the slideshow projection would sometimes show up on the wall behind the projector wall.[br] [br]Audio:[br]⢠Dsp removed from all third person footsteps and gunshots to increase directionality. In turn removed audio quality option which was mainly responsible for determining dsp level. [br]⢠Moved the distance at which weapon shots cross fade to their "distant" version further away from the player to aid in identification of weapons being used during the round.[br]⢠Third person weapon shot volume raised to aid in the identification of weapons being used during the round.[br][br]Bug Fixes:[br]⢠Fix for getting the golden knife too early in Arms Race.[br]⢠Fix for incorrectly retaining the gold knife on respawn after a suicide, team change, or killed by enemy knife.[br]⢠Regenerate the recoil tables at game mode/type start; this allows the tables to incorporate parameters from loaded convars.[br]⢠We now remove the golden knife from the player if they had it and lost a level in Arms Race.[br]⢠Fixed a bug with the HUD where the round timer stops with 0:01 left if the round ends by timeout.[br]⢠Fix for knife spawning in on the ground with you if you end the round without your secondary weapon (pistol).[br]⢠Fix for single hostage shooting penalty getting counted multiple times.[br]⢠Spectators are no longer allowed to vote.[br]⢠Fixed view model hitching after a full network update. [br]⢠Fixed a crash pertaining to death notifications.[br]⢠Fixed an assert that would happen every time a player opened a prop_dynamic door.[br]⢠Fixed potential crash in FAMAS and Glock when firing remaining burst shots when the PlayerOwner owner no longer exists. [br]⢠Fixed flash bangs showing through doors.[br]⢠Fix for losing mouse focus when directly connecting to a server.[br]⢠Fix for crash when running a dedicated server under specific linux versions/distrubutions.[br]⢠Fix for instances of "Round draw" voice over playing between matches.[br]⢠Fixed some ducking pops that would happen when toggling duck during ducking / unducking.[br][br]Miscellaneous:[br]⢠First round of mostly PC specific CSM optimizations that improve perf. on all CSM quality levels:[br] - Optimized the core CSM shader to use fewer ALU instructions (VERY_LOW/LOW=21% faster, MEDIUM quality level=10% faster, HIGH=8% faster).[br] - Coaxed the HLSL compiler to [flatten] several important conditionals it was sometimes issuing dynamic jumps for.[br] - The VERY_LOW and LOW quality levels use a single 3D radial lerp vs. the previous 2D+3D lerp[br] - VERY_LOW/LOW only use 2 world cascades vs. the previous 3. At VERY_LOW/LOW quality levels only vertexlit and phong where actually using the closest cascade (for better character self shadowing), so world shadow quality is mostly unaffected by this change.[br] - Also adding a bunch of CSM culling statistics (displayed at the bottom of the screen when cl_csm_debug_2d is 1).[br] - dust2 timedemo avg. FPS results on a NV 6800/Core2 2.4 GHz at VERY_LOW improved by 13% (higher quality settings also see an improvement). [br][br]Дальше... (http://store.steampowered.com/news/7906/)