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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • RivFader
    • March 31, 2017 at 3:58 PM
    • #3,001

    Thanks for clarifying this piece of trivia, everyone.

    About Militia: I agree that removing the plank in favor of a jump is a strange decision considering they overall improved the movement on the map, but I assume it has deeper balancing reasons we can't comprehend yet.

    I also hope that Valve continues to revamp non-active duty maps, filling up the two neglected groups with popular Operation maps in the progress. If Valve actually commits some time and effort into this, the overall quality of the game would increase yet again.

  • blackdog
    • March 31, 2017 at 5:55 PM
    • #3,002

    Well i tweeted to him, but if he was involved, as Valve pushed it like it was their own map, probably wouldn't be able to reply?

  • will2k
    • March 31, 2017 at 7:30 PM
    • #3,003

    Speaking of Canals...:D

    We already know Valve hates the number "3" and proper customer support/service; we can add to that list: corner hints

    This is CT spawn in "canals"

    [Blocked Image: http://i.imgur.com/ji6HWYB.jpg]

    Locking the PVS

    [Blocked Image: http://i.imgur.com/cqvYm6R.jpg]

    Most of the areas around A should not be drawn.

    - Another example from the docks/gondola area near B entrance

    [Blocked Image: http://i.imgur.com/awPvVAD.jpg]

    Again, locking the PVS

    [Blocked Image: http://i.imgur.com/nUq7E6r.jpg]

    The whole canal in B is rendered nearly all the way back

    [Blocked Image: http://i.imgur.com/1U4MYy9.jpg]

    Areas facing A are also rendered

    A couple of well placed corner hints would eliminate this over-rendering and help shave up some precious frames where it's really dropping in those areas mentioned.

    Valve went for areaportals and occluders aggressively and rightfully (just check r_drawportals and r_visocclusion) which is a good thing for maintaining the fps in check all around, but they neglected the easiest and less costly solution to further reduce the PVS and increase frame rate.

    Map looks visually cool though and the new modular assets are a joy to work with just like the nuke's one before (and not a minute late to fit for my new map's theme )

  • blackdog
    • April 2, 2017 at 6:01 PM
    • #3,004

    Proof that video games are bad influence!!11

    Police uncovers plot to blow Rialto bridge in Venice

  • ics
    • April 3, 2017 at 7:13 PM
    • #3,005
    Quote from will2k

    On 31.3.2017 at 9:30 PM, will2k said: Speaking of Canals...:D

    Valve usually is interested on "how good it runs" instead of "how it can run the best". This is not the first map that has framerate issues on newer machines, but it isn't as bad as overpass was when it arrived. Overpass also consumed 10% more cpu on servers whenever it was on compared to the other maps. Placing hint/skips has become tiresome, if the frames run acceptable levels to them, they do not use them much.

  • Radix
    • April 3, 2017 at 8:52 PM
    • #3,006

    Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile?

    Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this.

    example:

    before:

    [Blocked Image: http://i.imgur.com/k95vk57.jpg]

    after:

    [Blocked Image: http://i.imgur.com/w1a8lYz.jpg]

    Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.) -> props are much brighter now

    Looks pretty inhomogenous now.

    Any ideas? Maybe my fault?

  • FMPONE
    • April 3, 2017 at 8:55 PM
    • #3,007
    Quote from Radix

    9 minutes ago, Radix said: Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile?

    Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this.

    example:

    before:

    [Blocked Image: http://i.imgur.com/k95vk57.jpg]

    after:

    [Blocked Image: http://i.imgur.com/w1a8lYz.jpg]

    Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.)

    Looks pretty inhomogenous now.

    Any ideas? Maybe my fault?

    Display More

    You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them)

    BTW, helpful tip for tweaking RGB values across the map: you don't have to recompile. Doing "entity only" compiles is sufficient. Saves a ton of time.

  • Radix
    • April 3, 2017 at 9:02 PM
    • #3,008
    Quote from FMPONE

    1 minute ago, FMPONE said: You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them)

    Yeah, I guess I will have to do this. But as soon as I'm done with this, they will probably publish a hotfix.

    Just asking because I wanted to be sure that it's a feature (maybe faster calculation for more fps or something?) and not just a bug...

  • Vilham
    • April 3, 2017 at 9:44 PM
    • #3,009
    Quote from RivFader

    On 29/03/2017 at 9:50 PM, RivFader said: So apparently David Johnston was involved in the creation of De_Canals, at least according to the Wiki. That's interesting.


    Also, Valve just changed quite a bit on Militia. I like that they try to improve the Non-Active Group maps now; even if they are not viable in competitions they are still part of CS history and deserve to be polished and fixed.

    I would be surprised, he doesn't touch maps anymore, nor do I think he wants to.

    I'm 99% certain he has had nothing to do with De_Canals unless it's based on a very old map. I'll ask him tomorrow.

  • Yanzl
    • April 3, 2017 at 9:44 PM
    • #3,010

    Valve haven't released any documentation for the new shader stuff, but I found some new parameters in Hammer and -tools material editor.

    In Hammer you can add -staticpropbounce to vrad and there's a new setting in prop_static for bounced lighting, but don't really know if it works or not.

    As far as the new vmt parameters go, you can now have 2 envmapmasks and 2 detail textures for blend materials. There's also a new system for adjusting the blend border. On VertexLit they added a seperate tint mask that can also specular mask in the red channel.

    I already implemented this stuff in VMT Editor https://github.com/Gira-X/VMT-Editor/releases/tag/v1.3.4

  • Vilham
    • April 4, 2017 at 2:22 PM
    • #3,011

    Daves response was:

    "Haha"

    Which is a no.

  • blackdog
    • April 4, 2017 at 6:55 PM
    • #3,012

    Not surprisingly, if I may add :D

  • grapen
    • April 11, 2017 at 1:06 PM
    • #3,013

    Oh hello.

    http://m.imgur.com/N0B49qW?r

  • SirK
    • April 11, 2017 at 2:41 PM
    • #3,014

    Would be a shame if we get "the next big action" in summer - last operation ENDED July 15 2016...

  • Vorontsov
    • April 11, 2017 at 4:35 PM
    • #3,015

    Action = Operation

  • El_Exodus
    • April 11, 2017 at 4:48 PM
    • #3,016

    I suspect it's because of PW looking through all the maps and requesting changes prior to an OP release over there.

  • RivFader
    • April 11, 2017 at 7:09 PM
    • #3,017

    Am I the only one who finds their "security system" quite scary? A little bit too Orwellian for me.

  • Vorontsov
    • April 11, 2017 at 8:07 PM
    • #3,018

    Is it though? Certainly appears to be where this world is heading. The difference is that in the west they'll take your information without your knowledge, whereas in this situation people sign onto everything themselves for what will probably be a 99% cheat free system.

  • Guest
    • April 11, 2017 at 9:32 PM
    • #3,019

    https://pvplive.net/c/csgos-next-o…ne-release-date

    Saw this article pop up on reddit, it seems to make a couple of assumptions but it's interesting nonetheless.

    So, presumably we would get a new version of hammer with this summer update? The version of hammer in destinations tools has some pretty neat features, and overall seems like a pretty big leap in productivity.

    Some interesting source 2 hammer videos I found:

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  • ics
    • April 12, 2017 at 7:31 PM
    • #3,020

    I think there is a translation error in relation to that chinese text. It may aswell be panorama mode from source 2 and not developing csgo for source2. It may be just the hud element, don't get too excited yet even though it is said that source2 is propably arriving in long term for every valve game.

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