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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • Pampers
    • March 5, 2018 at 10:39 AM
    • #3,281

    so much fun to watch Guardian play when he is the zone

  • Logic
    • March 21, 2018 at 9:45 AM
    • #3,282

    Gotta patch that Negev!

    [Blocked Image: http://media.steampowered.com/apps/csgo/blog…negev_range.jpg]

    Update blog and specifics.

  • blackdog
    • March 22, 2018 at 1:19 PM
    • #3,283

    Early analysis

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    Considering it costs like a Scout now, I wonder if it will become a viable choice for CT in early rounds. It is fairly precise from the video, and much quicker than before.

    I can imagine CTs ambushing behind the wall in Banana, the whole Cart area would be great place to spam with this.

  • Serialmapper
    • March 30, 2018 at 9:14 AM
    • #3,284

    Finally!

    29 march 2018 update[SDK] – Added support for uniform scale adjustment of static prop models. — To re-size static props, adjust the “uniform scale override” prop_static Hammer property, or use shift+mousewheel in the Hammer 3d viewport.

  • blackdog
    • March 30, 2018 at 9:31 AM
    • #3,285

    Was that mentioned in the update posted by the CS team? I only read about trade cool down and minor map changes (curious to see Nuke).

    ~

    Stumbled on this, not for the highlight reel, but interesting analysis that shows how Simple thinks in certain situations.

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    I just feel better for the simple (a-ha!) fact I chose the same train off-angle in my Train clutch posted some time ago

  • blackdog
    • March 30, 2018 at 10:12 AM
    • #3,286

    Also last week news but nonetheless

  • Pivac
    • March 30, 2018 at 11:16 AM
    • #3,287
    Quote from Serialmapper

    2 hours ago, Serialmapper said: Finally!

    29 march 2018 update[SDK] – Added support for uniform scale adjustment of static prop models. — To re-size static props, adjust the “uniform scale override” prop_static Hammer property, or use shift+mousewheel in the Hammer 3d viewport.

    [Blocked Image: http://i0.kym-cdn.com/photos/images/facebook/000/919/108/fab.png]

  • Squad
    • March 30, 2018 at 11:46 AM
    • #3,288
    Quote from blackdog

    2 hours ago, blackdog said: Was that mentioned in the update posted by the CS team? I only read about trade cool down and minor map changes (curious to see Nuke).

    SDK updates are not usually mentioned on the front page. You can see them on the updates page though: http://blog.counter-strike.net/index.php/category/updates/

    [Blocked Image: https://media.discordapp.net/attachments/235139177715335169/429086541852180490/image.png?width=488&height=677]

    Also, yay! Was just thinking the other day how useful it would be. Would be even better if they added seperate scaling along each axis (fingers crossed).

  • Harry Poster
    • March 30, 2018 at 1:30 PM
    • #3,289

    Prop scaling!

  • Mamorex
    • March 31, 2018 at 8:23 AM
    • #3,290

    I noticed a bug in CS:GO with a Phong shading from light_environment (it works well with other light sources) and prop_static entities. When prop_static collisions are on (VPhysics or Bounding Box), Phong shading from sun isn't working. When collisions are off, it works. It isn't working too, when I mix two entities with disabled and enabled collisions. Bug is noticeable on de_train.

    Props scaling used. I wrote about it to Valve CS:GO team, no answer.

  • blackdog
    • April 10, 2018 at 9:05 PM
    • #3,291

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    TLDR

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  • blackdog
    • April 14, 2018 at 4:15 PM
    • #3,292

    Wow this is impressive

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  • blackdog
    • April 15, 2018 at 2:57 PM
    • #3,293

    Lucky pistol round two weeks ago lol

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  • blackdog
    • April 19, 2018 at 10:00 PM
    • #3,294

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  • Squad
    • April 20, 2018 at 3:00 AM
    • #3,295

    Boostmeister 2.0? Better not tell Olof!

  • blackdog
    • April 21, 2018 at 8:33 AM
    • #3,296

    Sssh, he’s on a break ?

    ~

    bad news early in the morning :(

    i honestly like Cobble more than Dust these days, I guess Dust has become boring to me. I’m not even playing it in DM after the initial release.

    I’m curious to see what they’ll change, especially on the art department, but at the same time I want the core to stay the same.

  • PapaRabbi
    • April 21, 2018 at 9:56 AM
    • #3,297
    Quote from blackdog

    1 hour ago, blackdog said:

    I’m curious to see what they’ll change, especially on the art department, but at the same time I want the core to stay the same.

    I'm more excited to get my grubby mitts on the new assets they make than actually play a new map. Here's hoping they remake Aztec next; I've wanted to make a jungle map for a while now :D

  • blackdog
    • April 21, 2018 at 11:51 AM
    • #3,298
    Quote from PapaRabbi

    1 hour ago, PapaRabbi said: I'm more excited to get my grubby mitts on the new assets they make than actually play a new map. Here's hoping they remake Aztec next; I've wanted to make a jungle map for a while now :D

    There are a couple impressive custom maps like that, you can try asking the authors for the assets ;)

  • blackdog
    • April 21, 2018 at 12:52 PM
    • #3,299

    Update analysis/rundown

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    Interview with a cheater: apparently most cheaters hide in esea and face it

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    Also in my personal experience of vanilla only CSGO, I must say that recently i've encountered less cheaters (and less russians). I wonder if is due to my leap in ranking, as I played a few competitive matches. Last weekend I was given a cool down of 20h after two matches, where my rank rocketed up. (Still silver obvs, actually probably before I wasn't even silver)

  • blackdog
    • April 29, 2018 at 10:39 AM
    • #3,300

    Found this in the workshop, pretty surprised the designer is not posting here:

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    visually impressive

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