CS: Source Update Released

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  • washuplushie

    #196
    the game seems to be getting more and more stable and playable every since month, I am impressed.

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    • entRo

      #197
      Fixed an exploit in when joining a team that could spawn live spectators
      Damnit, I thought this was already fixed so I stopped doing it, pretty much the most hilarious thing ever. You could spawn with 100HP as a spec, but you'd still be in noclip mode, so you could "stand" in a doorway and no one could pass through, or you could get inside someone and they wouldn't be able to move.

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      • Vlux

        #198
        entRo wrote..

        Damnit, I thought this was already fixed so I stopped doing it, pretty much the most hilarious thing ever. You could spawn with 100HP as a spec, but you'd still be in noclip mode, so you could "stand" in a doorway and no one could pass through, or you could get inside someone and they wouldn't be able to move.
        Yeah, I use to do that too. I even remembered VALVe mentioning a fix for spectator exploit a few updates back.



        You can also block grenades, which is quite funny. You can also pick up guns and drop them out of nowhere.

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        • washuplushie

          #199
          why do they fix all the fun bugs before I know how to exploit them? :'(

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          • -:Nighthawk:-

            #200
            Always glad to see bugfixes. :)
            CannonGod wrote..

            Amen to that! I always value the source engine as being one of the most sophisticated games engines to date. It dissapoints me when HDR has to be specifically coded for each map. Why not spend the time and actually implement HDR within the source engine? That's one of the points of a game engine, surely?
            I'll spare you the technical details, but let's suffice to say that HDR lighting isn't something you can just code in one place and have it retroactively apply to all old material. To have proper HDR lighting you need a much larger set of initial artwork samples and such... you can't just "HDR light" something that doesn't already have the proper format. Seeing as HL2 (and thus CS:S) shipped without and HDR support and it was only added in to the engine later via the Lost Coast techdemo, it's only logical that the prior maps wouldn't have HDR support yet.



            That said, now that HDR support has been implemented to the Source engine, I'd be surprised to see any new maps/levels come out that are not HDR enabled from the get-go.
            entRo wrote..

            Damnit, I thought this was already fixed so I stopped doing it, pretty much the most hilarious thing ever. You could spawn with 100HP as a spec, but you'd still be in noclip mode, so you could "stand" in a doorway and no one could pass through, or you could get inside someone and they wouldn't be able to move.
            That sounds about like you. :P

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            • Cliche

              #201
              that model bug was annoying. Loves Valve

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              • .Sn0w.

                #202
                Im pretty happy with all these bug fixes this is good news for source and ill be glad to see more bug fixes before eye candy updates

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                • Sava

                  #203
                  aw...



                  they are always fixing these bugs/exploits that I never know about



                  and they sound like so much fun... floating around as a spec with 100 HP



                  I'm glad they are fixing things, I just wish I could have had some fun with them before they did. That's all.

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                  • CannonGod

                    #204
                    -:Nighthawk:- wrote..

                    To have proper HDR lighting you need a much larger set of initial artwork samples and such... you can't just "HDR light" something that doesn't already have the proper format.
                    Thanks for the reply. That really en'light'ened my views on HDR coding!

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