ya, i just saw it today when i opend steam. Is it real or fake? :blink: Im assuming fake since its not applied to my cs yet... :lookarounQuote:
Originally Posted by {I}{K}{E}
Printable View
ya, i just saw it today when i opend steam. Is it real or fake? :blink: Im assuming fake since its not applied to my cs yet... :lookarounQuote:
Originally Posted by {I}{K}{E}
Counter-Strike: Source and Source Engine Updates Available
Counter-Strike: Source
* Enabled support for SourceTV
* Fixed a rare bug that caused some bullet impacts to be counted twice
* Improved map overview support
* The message of the day file is now required to be in the main game directory
* Fixed an issue with player names being out of sync with the server
* Fixed "purple checkerboard" problem for Message of the Day scrollbars
* Fixed some localization issues related to player chat
* Death notices are no longer displayed while blind
* Death notices retain the correct team color even if the player quickly changes teams
* Bots immediately change their names to match the bot_prefix when it changes
* Bots join dedicated servers immediately if the bot_quota is nonzero
* Fixed bug where bots would repeatedly fail to join with an invalid Steam ID
* Added mp_logdetail at the request of server administrators
Source Engine
* Player sprays now persist through round restarts. The number of rounds a spray survives is determined by r_spray_lifetime
* Fixed a bug causing the first message from a plug-in message to be colored incorrectly
* Consistency checking is now skipped during demo playback
* Added sv_visiblemaxplayers
* Fixed timing precision error causing slower framerates on servers running continuously for more than a few days
VAC2 is out :D
WTF is sourceTV
The next big Counter-Strike release is set to include two maps. The first map will be de_port, previously mentioned here. This map is set in a resupply port for outgoing ships. The gameplay is designed for a balanced layout employing a mix of long sightlines with cover and close quarters fighting environments. The second map will be a completely redone de_inferno, a historical favorite at CS tournaments and competions. We'll be releasing some screenshots or other media from both of these maps in the next week or two.
From: http://www.steampowered.com/index.php?area=news&id=416Quote:
Counter-Strike: Source, Half-Life 2 and Source Engine Updates Available
May 13, 2005, 12:00 am · Alfred Reynolds
An update is available for Counter-Strike: Source, Half-Life 2 and the Source Engine. The update will be applied automatically when your Steam client is restarted. The specific changes include:
CS:S
* New map: de_inferno
* New map: de_port
* Updated Counter-Terrorists player model with new headgear and color scheme
* C4 red flash displays properly if the bomb is planted under water now
* C4 explosion damage is no longer affected by water
* When a map is loaded, an associated .cfg file is automatically evaluated. This cfg file must be located in the cstrike/maps/cfg folder and be named <mapname>.cfg. For instance, the file cstrike/maps/cfg/de_dust.cfg will be evaluated when the map de_dust is loaded. This is useful for per-map rules, bot rosters, etc.
* Added new route to roof of hostage shack in cs_compound, and improved bot navigation in the map
* Players must now target another player for at least a half second before the player ID text hint shows up
* Grates/chain link fences no longer affect bullets
* Counter-Strike player ragdolls are now affected by ragdoll magnets
* Fixed a bot crash caused by finding too many hiding spots in a region
* Bots no longer attack enemies that are very far away unless they have a sniper rifle, or the enemies are shooting at them. Instead, they track the enemy and move to a better attack position
* Bots understand +use doors now and will pause to open a door before continuing through it on their way to whatever they were doing
* Bots use less CPU now, especially when in combat with far away enemies
* Extended the syntax of the bot_add, bot_kick, and bot_kill commands to also accept "t" or "ct" arguments.
* Fixed bug where bots would stop and become unresponsive if they wanted to hide in an area with no hiding spots
* Improved bot navigation on the windows and ledges of cs_italy
* Fixed recording value of cl_interp in demo files and restore value during playback
Source Engine
* HTTP downloads from the game server system support downloading .bz2-compressed files
* Disable old style (non-challenged) server queries by default (use the sv_enableoldqueries cvar to change this behavior)
* Added cvar tv_delaymapchange to delay map changes caused by frag/time limit until the whole game is broadcasted via SourceTV
* Fixed lag compensation invalidating bone cache for players moved back in time.
* Fixed lag compensation interpolation error between 2 ticks
Half-Life 2
* Fixed some NPC actions not being properly randomized
SourceTV (part of the Source Dedicated Server)
* Fixed memory leak in relay servers by releasing receive tables correctly
* Bandwidth output in tv_status in kB/sec rather than bytes/sec
* Running a new map command (spawning a server) shuts down TV relay in same process
* Fixed SourceTV chase cam following ragdolls of dead secondary targets
me thinks the long awaited de_inferno is great for all those clan wars... and de_port looks like another map well worth to remeber also. as for seeing no updates in the hitboxes situation i am very dissapointed.
:w00t:
updating now :)
Looks like its time to buy
By rights you should have it by now. :frusty: Id like to see that de_port map, looks cool.Quote:
Originally Posted by Stanners
de_port is awesome, played today and must say its very well balanced and huge open spaces to coordinate attacks.
oh, and is VAC2 out yet? if it isnt, whats taking them so long?
Counter-Strike: Source and Source Engine Updates Available
May 19, 2005, 5:14 pm · Alfred Reynolds
Updates to Counter-Strike: Source and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Counter-Strike: Source
* Updated de_inferno
* Made the radio menu more responsive
* When bullets hit grates and chain-link fences they play the appropriate effects
* Bots will not join or leave during the round when bot_quota_mode is "match" or "fill"
* Improved bot ladder usage
* Bullet decals are now scaled based on distance, to make them more visible at long range
* Fixed bots filling a server and preventing players from joining after round change
Source Engine
* Fixed the compressed file mode of sv_downloadurl only downloading one file at a time
Update - We have rolled back all the Counter-Strike: Source changes apart from the de_inferno update to fix a hang bug some users are experiencing. These changes will be re-released next week.
Counter-Strike: Source, Steam Client, and Source Engine Updates Available
May 23, 2005, 4:33 pm · Alfred Reynolds
Updates to Steam, Counter-Strike: Source, and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Counter-Strike: Source
* Fixed hang bug when shooting grates
* Re-released changes from Thursday's update
Source Engine
* Fixed an intermittent crash ("failed to open models\gman_high.vvd") in Half-Life 2
Steam
* Added an indicator in settings UI displaying current authentication status for multiplayer games
* Fixed a game crash which occurred when trying to write to special filenames reserved by Windows
source is too buggy...and so will be all the HL2 mods coming out...it will take ages before we see a actual GOOD working mod for source
Counter-Strike: Source and Source Engine Updates Available
July 6, 2005, 2:55 pm · Alfred Reynolds
Updates to Counter-Strike: Source and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
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
* 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
i likers teh assault!!!
:D
yeah... but too bad i can only run games at like 60 fps and then 2 mins later dropping to 9 fps due to the best graphics card ever made
there is only 1 update im hoping they release.. and that is to fix those damned hitboxes. and the new t models are ugly as fuk.
lol i must agree with you there...
it seems their heads are getting bigger and lips look like they have lipstick or somthin in them... very unusual
hopefully valve will get around to making a player model selection like in CS1.6
i hate these silly ninja wanabees terrorist models
thats what I hate about 1.6, that you can choose from 4 skins. I always shoot @ my own team :lol:Quote:
Originally Posted by dinner123
the T's look ridiculous in this update. i like assault though. very nice port from 1.6
If you guys dont like the new T models download skins for em.
i have custom skins for everything skinable in css. it helps a lot.
yeah... but i personaly think it takes away from the game when you got custom skins...
but thats me
and i heard that they are making the skin selection screen after they make a couple more skins... im guessing it will take a while before they bring it out, as they take there sweet arse time when making stuff
what are u talking about? it adds to the game, it doesnt take away from it. how can having custom skins that match ur likes take away from the game? wow.... sum ppl these days are quite odd.
Skins are nice to have, especially to replaces those stupid wrongly mirrored weapons.Quote:
Originally Posted by Tylerrought
Counter-Strike: Source Update Available
July 13, 2005, 4:46 pm · Alfred Reynolds
An update to Counter-Strike: Source has been released. The update will be applied automatically when your Steam client is restarted. The specific changes include:
Counter-Strike: Source
* Fixed model scale problem resulting in under-sized players
* Fixed model's feet sliding while running
* Made the new Terrorist model leaner
Time, i download CSS emporio again, surprisingly, the group still releases updates for it..
custom skins can give you an unfair advantage. you could make enemies flourescent so they're easier to see....
or have i misunderstood how it works?
there are mods that will only change the skins you see, not for everyoneQuote:
Originally Posted by GepperRankins
The new Steam sucks :(
What new Steam??Quote:
Originally Posted by {I}{K}{E}
Theres a new GUI and new code for the Steam program. Update your Steam to find out more.
The new look is ghey. One good thing though is that it doesnt eat a ton of memory in idle. :blink:Quote:
Originally Posted by {I}{K}{E}