CS: Source Update, Bug Fixes, and Assault

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  • CSN NewsBot

    #1

    CS: Source Update, Bug Fixes, and Assault

    A massive update was unleashed tonight for Counter-Strike: Source, the Source engine, as well as the introduction of severs defaulting to "secure" status (VAC2). Oh, and a sweet little map by the name of cs_assault was also released! Also included in this update is a number of improvements to bot navigation as well as new and updated player animations. As usual, restart your Steam client to grab this update while you read on below.



    Want the changelog? I know you do, so here it is!
      Counter-Strike: Source

      New Features/Improvements

    • New Source remake of classic Counter-Strike map cs_assault

    • New "Phoenix Connection" Terrorist model (replaces existing model)



      New Player Animations

    • Walk/run cycles now include whole-body motion

    • Players automatically raise their weapon and aim through the sights when they stop to fire
    [break="more changes than you can shake a stick at"]
    • Weapon-specific reload animations with removable ammo clips added

    • Shotgun reloads animate each individual shell reload

    • Animated the bolt pull for each shot of the AWP

    • Added upper-body recoil animations for shotguns and AWP

    • New grenade throw and knife animations

    • Spectator UI now resizes controls to account for long map names

    • A notification is now displayed to all players when auto-balancing teams

    • Added message for players who try to defuse the bomb while another player is already doing so

    • Added item_nvgs and item_ entities for fy_ maps

    • Can no longer stab with the knife while defusing or during freeze time at the start of a round

    • Player count in dedicated server interface now includes bots

    • Dedicated servers can now use the "timeleft" command

    • Dedicated servers are now secure by default, add "-insecure" to the command line to run in insecure mode.



      Bug fixes

    • Dedicated servers no longer crash when setting "name" via the console

    • Fixed bug that would occasionally make player weapons disappear

    • Low-violence death animations no longer float if the player dies while in the air

    • Fixed bug that caused the grenade throw animation to incorrectly play when spectating in the game

    • Fixed view jitter caused by prediction errors when near physics objects

    • Spectators now hear weapon pickup sounds

    • Armor is now given with game_player_equip

    • Extra pistol ammo no longer given at round restart

    • Weaker flashbangs effects no longer cancel out stronger ones

    • maps/cfg/.cfg aren't exec'd if they don't exist (fixes console warnings)

    • Fixed bug that caused hostage scenario HUD icon showing 1 hostage left when all were rescued or dead

    • game_player_equip removes player equipment before adding new items



      Bot Changes

    • Bots can use sloped ladders now

    • Bots open +use doors better

    • Bots don't think they're stuck when hiding

    • Bots using knives can break breakables while pursuing enemies now



      Navigation Mesh generation improvements

    • Nav generation ignores doors and breakables better

    • Non-planar nav areas aren't merged into larger areas

    • Added nav_generate_incremental to generate additional nav areas starting from a walkable marker, without destroying existing mesh

    • Areas no longer get connected to ladders multiple times (caused a crash if the ladder was deleted)

    • Added nav_restart_after_analysis

    • Fixed bug where some areas would be incorrectly marked as crouch



      Navigation Mesh Editor changes

    • Nav areas draw a background color, making them more visible

    • Nav_update_blocked warps the local player to the first blocked area

    • Added nav_build_ladder (point at a climbable surface so the cursor is green, and type nav_build_ladder to automatically create a nav ladder)

    • Added nav_no_hostages, to mark an area as not suitable for hostage navigation

    • Added nav_remove_unused_jump_areas to remove extraneous jump areas

    • Fixed a crash caused by manually creating an area before doing a nav_generate on a new map
  • Zips

    #2
    Gluttonus wrote..

    first to post

    lol

    I want vac2
    VAC2 is here. All servers default to "secure" with this new update. That means VAC2 is alive and kicking.

    Comment

    • Gluttonus

      #3
      I don't know if it is alive but I look at

      http://forums.steampowered.com/forums/f...3f&forumid=35



      to see if anyone has sad "I got band for life".

      Comment

      • Cliche

        #4
        yay !!!!

        Comment

        • snkcube

          #5
          Yay, updates!

          Comment

          • Ava3ar

            #6
            i cant wait to see what this new awp animation is like, it sounds like its gona be fckin awesome

            Comment

            • Fukkaknuckles

              #7

              Comment

              • Fukkaknuckles

                #8
                just played, yeah assault looks good, duno about the new terro model coz im drunk and i was able to pop them all on the terro side coz thier arms looked, like old skool, swapped sides,, same thing.

                wierd.

                drunk but know the game...

                arms looked beta'ish............

                and i dont mean to look at, i mean to aim at.

                GOOD IMO.

                Comment

                • GeOTek

                  #9
                  sweet the classic cs animation for the player model gun firing. I forgot players used to raise their guns to thier shoulders when they fired. Though its kind of venial its looks alot better when someone is bursting.

                  Comment

                  • le gritche

                    #10
                    Zips wrote..

                    VAC2 is here. All servers default to "secure" with this new update. That means VAC2 is alive and kicking.
                    And in the interview about assault, rizzuh wrote that
                    Valve was almost a little too quiet about VAC2 and honestly it is a bit worrying.
                    Is he dumb to be so much clueless or did valve really play it undercover or was it just a NDA thing between them ?



                    I know he said in the next sentence :
                    Hopefully, action will happen sooner rather than later.
                    But in the context, you can stretch as far as you want, it's just not a hint for a release the same day.



                    So, rizzuh, are you the lamest journalist on earth, or can you at least act as if you knew it and as such is the coolest guy on earth ? plz my world is crumbling

                    Comment

                    • DaRk-AnGeL

                      #11
                      Why does the T model run around like he has just shat himself ?.....

                      Comment

                      • dugan_yoyo

                        #12
                        Finally we have assault. I like the updates.

                        Comment

                        • 1ncognegr0

                          #13
                          i got the update to check out assault and when i made a server it shut my pc down as soon as i loaded in



                          so i rebooted and tried again and it froze on the css main screen



                          its been like 5 years of updates and this has never happened before

                          Comment

                          • RobinsonCutter

                            #14
                            what is wrong with assult? it's got no shaders, which is stupid and shows jess' lack of skill, and yet it's an FPS killer. it's got about as many bsp polygons as an HL1 map, so i don't see why it's so rough on my vcard.

                            oh, and the head hitbox is still fucking huge.

                            Comment

                            • BeaMeR

                              #15
                              RobinsonCutter wrote..

                              what is wrong with assult? it's got no shaders, which is stupid and shows jess' lack of skill, and yet it's an FPS killer. it's got about as many bsp polygons as an HL1 map, so i don't see why it's so rough on my vcard.



                              oh, and the head hitbox is still fucking huge.
                              Yeah I normally get around 80 fps but on assault Im only getting around 40. This is on my ATI Radeon 9800 PRO AIW.

                              Comment

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