This article was originally published on GameSpot's sister site onGamers.com, which was dedicated to esports coverage.
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The translation fixes continue this week, and take affect on this decal throughout the map.
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The paint on the wall in the doorway of heaven has been increased in size.
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Physic collision has been added for the area surrounding the model of the generator. This will smooth the movement around the generator for the player and give them less drastic movement restrictions.Gallery
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A exploit was discovered after the previous Cache update; it involves the pipes located in the middle. The CTs were able to jump on the pipes and aim through a gap between the buildings. But it would glitch the wall textures and the player was able to see/shoot the enemies passing by.Gallery
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With the previously noted decal translation fix in mind; in some places the decal had it's shade changed. The image also features minor changes to some of the lighting on certain objects.
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Addition grass textures were placed on the ground within the middle of the map.
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Minor adjustments were made to the ladder and wall placement.
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It appears that the catwalks through out the map have been made more bangable. Located below showcases examples of three different locations.Gallery
Thickness ~ Before:16.4 After:11.9 Location 2
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Thickness ~ Before:14.3 After:10.3 Location 3
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Thickness ~ Before:16.0 After:11.6
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Littered rocks around the map have been removed for less debris.
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Texture discoloring has been removed from around the sign.
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The rocks/grass continuous to be removed around the map.
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The red lighting located above the player's allowed spot has been removed. Also this image showcases the removal of many background trees.
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The texture collision has been removed from the cage/fence area surrounding the player.Gallery
At the bottom of the ladder you can see that the surrounding walls had their grimy textures removed.
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With the removal of the multiple location of grimy wall textures, this image features a extra door removed from the lookout room.
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The same changes but from a different corner.
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The hard lighting within this staircase has been removed.
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The important detail of blood splatter has been added in this following pathway.
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A barrel and various boxes have been removed from under this staircase.
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The unattached door has been removed with some of the grimy wall textures.
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Addition grimy wall textures being removed with the deletion of some cardboard boxes.
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The doorway within the B staircase has increased in size, which makes the involved building larger.
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The attached side generator has been raised.
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The fans within the generator blend a lot more in to the surrounding machine.
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Another angle of the side generator.
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One more point of view of the difference.
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The side catwalk has been extended; which changes the sizing of the ID text located on the wall.Gallery
A pipe has been added to the control room's wall.
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This image showcases the extension of the B doorway from the inside. It also shows the removal of the unattached door.Gallery
Picture of the actual doorway. In the background there has been multiple roof objects removed like the satellite disk.Gallery
Removal of a few of the bushes on top of the tunnel. Also shows more rocks being removed from the ground.Gallery
This image showcases the removal of the yellow poles, scattered boxes, and grimy wall textures.
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The yellow poles and side railing have been removed to give easier/faster movement to the Terrorists.Gallery
The Finnish and German translations have been fixed for this sign.
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The two images below shows the changes made to map from a sky point of view.
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ServerVersion = 125
PatchVersion = 1.34.3.1
Sound effects have been added for the vehicles on Cs_Insertion. You can hear a preview of each effect located below:
Boat.wav Your browser does not support the audio element.
Helicopter.wav Your browser does not support the audio element.
Swat.wav Your browser does not support the audio element.
Van1_terrorist.wav Your browser does not support the audio element.
Van2_terrorist.wav Your browser does not support the audio element.
Van_police.wav Your browser does not support the audio element.
With these new sound effects being added, each one has it's own property values within these strings.
Location of these additions are represented in the game_sounds_world.txt"insertion.boat"
{
"volume" "0.8"
"pitch" "100"
"soundlevel" "SNDLVL_100db"
"wave" "vehicles/insertion/boat.wav"
}
"insertion.helicopter"
{
"volume" "0.8"
"pitch" "100"
"soundlevel" "SNDLVL_100db"
"wave" "vehicles/insertion/helicopter.wav"
}
"insertion.swat"
{
"volume" "0.8"
"pitch" "100"
"soundlevel" "SNDLVL_100db"
"wave" "vehicles/insertion/swat.wav"
}
"insertion.van_police"
{
"volume" "0.8"
"pitch" "100"
"soundlevel" "SNDLVL_100db"
"wave" "vehicles/insertion/van_police.wav"
}
"insertion.van1_terrorist"
{
"volume" "0.8"
"pitch" "100"
"soundlevel" "SNDLVL_100db"
"wave" "vehicles/insertion/van1_terrorist.wav"
}
"insertion.van2_terrorist"
{
"volume" "0.8"
"pitch" "100"
"soundlevel" "SNDLVL_100db"
"wave" "vehicles/insertion/van2_terrorist.wav"
}
Location of these additions are represented in the gamemodes.txt "de_cbble"
{
"nameID" "#SFUI_Map_de_cbble"
"name" "de_cbble"
"imagename" "map-cbble-overall"
"default_game_type" "0" // classic
"default_game_mode" "0" // casual
- "t_arms" "models/weapons/t_arms_professional.mdl"
"t_arms" "models/weapons/t_arms_phoenix.mdl"
"t_models"
{
- "tm_professional" ""
- "tm_professional_var1" ""
- "tm_professional_var2" ""
- "tm_professional_var3" ""
- "tm_professional_var4" ""
"tm_phoenix" ""
"tm_phoenix_variantA" ""
"tm_phoenix_variantB" ""
"tm_phoenix_variantC" ""
"tm_phoenix_variantD" ""
The string that represents the display name of the "Sticker" item has been changed to lowercase in it's parent properties thus changing it in all the related strings.
Location of this change is represented in items_game.txtItems
"1209"
{
- "name" "Sticker"
"name" "sticker"
Strings were added for a new "key" item to the Community Case 4 that separates the general key during the whole timeline of a case drop to just a key that works during a separate month, July.
Location of these additions are represented in the items_game.txt"1309"
"name" "Community Case Key 4 July 2014"
"item_name" "#CSGO_community_crate_key_4"
"item_description" "#CSGO_community_crate_key_4_desc"
"first_sale_date" "2014/06/23"
"prefab" "weapon_case_key"
"image_inventory" "econ/tools/crate_key_community_4"
"tool"
{
"restriction" "community_case_4"
}
}
"1310"
{
"name" "Community Case Key 4"
A string modification was made changing the Community Case 4 associated "key" ID to the previously used "key" instead of the new "key" that was added for the month of July (See Above).
Location of these additions are represented in the items_game.txt"4018"
{
"item_name" "#CSGO_crate_community_4"
"name" "crate_community_4"
"image_inventory" "econ/weapon_cases/crate_community_4"
"prefab" "weapon_case"
"associated_items"
{
- "1309" "1"
"1310" "1"
An addition modification was made for assigning the M4A1 Howling skin as the correct rarity - "Immortal". There has been errors around showcasing the correct rarity of the Howling skin within different aspects of the client. These continued to be fixed for displaying the Howling skin as a Immortal/Contraband item.
Location of this change is represented in items_game.txt "paint_kits_rarity"
- "cu_m4a1_howling" "ancient"
"cu_m4a1_howling" "immortal"
The bot and player location displays have been fixed for the two locations that were bugged on Insertion.
Location of these additions are represented in the csgo_english.txt "DeadTrees" "Dead Trees"
"BarnRoof" "Barn Roof"
Addition entries were placed in the NavPlace file; this file represents all the location spots and their names through out CS:GO. If a map has a custom location spot then it is added after the default locations. The additions made were giving the locations for Insertion.
Location of these additions are represented in the navplace.db //Insertion
Rafts
MotorBoats
SeaRock
BoatHouse
SeaCliff
Beach
YellowHouse
RedHouse
Villa1stFloor
Villa2ndFloor
DirtRoad
Road
BackRoad
SmallForest
BigForest
EastForest
WestForest
Glade
DeadTrees
BarnRoof
PowerLines
Helicopter
Helicopters
SidePath
Field
InsertionA
InsertionB
InsertionC
InsertionD
The change that was implemented affected the way that the smoke was rendered. Now it doesn't matter what angle you are positioned while looking at the smoke anymore. The smoke renders the same visually through out all the angles that the user demonstrates.
One of the most common location that showcased this issue is the catwalk on Dust 2. As you can see in the images below this one smoke bug has been fixed:Now to show the reader a little bit more in-depth look of behind the scenes of what was actually changed; I will go in detail to explain the raw data values that changed. Firstly this is what the tool appears like after I open the particle file.
Capture of the Particle EditorThe Bounding Box Minimal's value has been changed to "-100 -100 -100" instead of "-100 -100 -32".
Bounding_Box_Min property changedOld
NewOrientation_Type of the render animated sprites property has been changed to "1".Old
NewThis image showcases the VMT file that was changed within the update. Further down the page you can see the actual text string addition.vistasmokev1_smokegrenade.vmtNext I captured an example of the new and old particle in motion
Display of the old particleOld Explosion_child_smoke03d_ringDisplay of the new particleNew Explosion_child_smoke03d_ringFinally I'm posting the actual text string that was added to the VMT file in connecting the smoke being animated to the player's camera angle is located below.
Location of this change is represented in the vistasmokev1_smokegrenade.vmtVMT
SpriteCard"
{
$basetexture "particle/vistaSmokeV1/vistasmokev1_emods"
$DUALSEQUENCE 1
$SEQUENCE_BLEND_MODE 1 //2
$MAXLUMFRAMEBLEND1 0
$MAXLUMFRAMEBLEND2 1
$ZOOMANIMATESEQ2 4
//$EXTRACTGREENALPHA 1
$depthblend 1
//"!srgb?$overbrightfactor" "1.2"
$STARTFADESIZE 1.5
$ENDFADESIZE 2.0
$aimatcamera 1
dAT teamLondon ConspiracyiBUYPOWERCloud9Team DignitasTeam LDLCWolf
Client.dllMatchmaking.dllServer.dll