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CS:GO Patch 1/23/13 - Workshop

  • holiestcows
  • January 23, 2013 at 8:42 PM
  • holiestcows
    • January 23, 2013 at 8:42 PM
    • #1

    Release notes for 1/23/12

    [ MAJOR CHANGES ]

    - A new game mode has been added to matchmaking and offline play: Deathmatch.

    - Weapon balance and recoil were adjusted with pro community input ( Thanks to J3Di, NiP, VeryGames, ESC, 4NOT, mTw, and FM TOXiC )

    - In addition to global changes that affect all weapons, specific adjustments have been made to: rifles, pistols, and the P90.

    - Weapon purchasing changes:

    - The AWP's kill reward was increased from $50 to $100.

    - The Glock is now a Terrorist only weapon.

    - The FiveseveN is now a CT only weapon.

    - The Terrorists' molotov price has been reduced to $500. The CT's incendiary grenade remains $850.

    - Note that the pistol arrangement has changed in the buymenu.

    - The messaging system has been converted to protobuf.

    - Demos recorded with previous versions of CS:GO will not be compatible as of this update. In order to view old demos, set your 'beta' to 'demo_viewer' in the CS:GO betas property panel, in Steam. Don't forget to set it back to 'NONE' when you want to play online again.

    - If you are running SourceMod on your server, you will need to update to the latest version. For details, see: http://www.sourcemod.net/index.php

    [ MINOR CHANGES ]

    - Added some performance improvements for low-end clients.

    - Fixed some fence materials that were allowing players to see through smoke grenades.

    - GOTV spectator UI will now correctly show kevlar and helmet information for players.

    - Avatars will now correctly load for all players when connected to a GOTV server or when watching a demo.

    - Added support to notify players during servers maintenance downtime.

    - Fixed a dedicated server exploit where community dedicated servers could masquerade as official and get players searching for official game modes connected to them (saigns.de)

    - Fixed a rare problem when clients matchmaking for Classic Competitive game could be stuck on green Accept screen

    - Fixed a rare problem when clients could connect to a Classic Competitive game and then later be disconnected for failing to accept the match.

    - Improved algorithm pinging whitelisted dedicated servers when searching for Classic Competitive games, pinging less addresses fixes occasional problems for some customers where address translation tables on their routers would fill up and their routers would fail to route required packets to display the green Accept screen.

    - Added support for mm_dedicated_search_maxping to restrict client's ping when matchmaking for Classic Competitive games. ( Matchmaking algorithm will still be prioritizing best servers to minimize ping of all party members. )

    - Fixed a rare server crash when bots attempted to shoot the bomb defuser.

    - Fixed a client crash when downloading a lot of custom assets from community servers.

    [ NOTES TO MAPMAKERS ]

    - DEATHMATCH:

    - Deathmatch uses the nav mesh to create spawn points. Make sure that your nav is contained within the bounds of your map to ensure that players aren't spawned outside of it. Use map_showspawnpoints to see where spawn points were generated.

    - If you want to use mapper-placed spawnpoints instead of the randomly generated ones, place an info_map_parameters in your map and set usenormalspawnsfordm ("Use Normal Spawns in Deathmatch?) to true.

    - WORKSHOP:

    - We're launching the private beta for workshop maps. If you're a map maker, mail [email protected] with the subject "Map Workshop Beta" and your steam id in the content, with a link to maps shipped ( or maps in progress ) suitable for the Workshop.

    - Please use the CSGO SDK list for discussions about Deathmatch and Workshop.

    Thanks.

    I already sent in my email! I hope I get in!

  • Kosire
    • January 23, 2013 at 8:54 PM
    • #2

    omg ninja'ed.. best update ever.

    Workshop + Deathmatch + RECOIL CHANGES!!

  • OrnateBaboon
    • January 24, 2013 at 2:31 AM
    • #3

    Yeah, great update. The demolition maps on deathmatch are loads of fun.

  • Spherix
    • January 24, 2013 at 10:06 AM
    • #4

    The native deathmatch support certainly gave me more motivation to pick up slack. As in the WIP topic, I was recreating a map from MOH:AA, which is basically only playable in deathmatch. Non-native deathmatch servers didnt really trigger my interest, so now I have a good reason to continue working on it Furthermore I am developing a control point system from CS:GO, which again, needs the deathmatch system in order to be playable!

  • Psy
    • January 24, 2013 at 11:06 AM
    • #5

    I hope they accept dev texture alpha maps.

  • ElectroSheep
    • January 24, 2013 at 11:21 AM
    • #6

    This this hot shit !

  • Kinky
    • January 24, 2013 at 3:42 PM
    • #7
    Quote from Psy

    I hope they accept dev texture alpha maps.

    Hit the nail on the head. I want in, hugely excited about this update.

  • selmitto
    • January 24, 2013 at 8:23 PM
    • #8

    Wow that is great news!

  • selmitto
    • January 24, 2013 at 9:32 PM
    • #9

    Just played through the DM mode. It's really fun!

    (played with bots because apparently there was nobody playing that)

    During the match the game shows a specific weapon.

    The players who kill someone using that and during a short time-frame (like 10 seconds) will gain a high bonus points per kill. It's interesting because as the DM is "point-based", there's the option to press [G] and quickly reborn having that specific weapon equipped.

    It's also very interesting because if you are playing a DM, theoretically you care about your precious points (the win condition). If you are that kind of player who stick to a certain weapon and only play with that (like those dirty bastards that always use AWP), caring about your score will make you feel a lot of anxiety to press [G] and change your play style.

    Approved.

  • Squad
    • January 24, 2013 at 11:50 PM
    • #10

    Cool update

    If anyone is wondering how to load a (custom) map for deathmatch. Just put "game_mode 2" and "game_type 1" in the console and (re)load the map.

  • ShockaPop
    • January 25, 2013 at 9:12 AM
    • #11

    Is the Deathmatch FFA or TDM style?

  • Pampers
    • January 25, 2013 at 9:31 AM
    • #12

    TDM, it's pretty fun too

  • Beck
    • January 25, 2013 at 10:38 AM
    • #13
    Quote from Al Anselmo

    Approval

    That sounds pretty awesome! Will probably try this later.

  • Squad
    • January 27, 2013 at 2:20 PM
    • #14
    Quote from Kinky

    Hit the nail on the head. I want in, hugely excited about this update.

    So anyone got some news on that?

  • Kinky
    • January 27, 2013 at 3:26 PM
    • #15

    Still waiting. Has anyone been given an approval yet?

  • ElectroSheep
    • January 27, 2013 at 9:07 PM
    • #16

    Nope ! we sent our (siege). But I saw there is a workshop send option in the sdk, does it work ?

  • shnytzl
    • January 27, 2013 at 9:12 PM
    • #17
    Quote from 3Dnj

    Nope ! we sent our (siege). But I saw there is a workshop send option in the sdk, does it work ?

    yeah it works, but the workshop itself is hidden. But a message in your steamcommunity is created that you've just uploaded a new item to the workshop. You can also view your map and set the visibility (friends/public).

  • ElectroSheep
    • January 27, 2013 at 9:24 PM
    • #18

    But what's the point of asking to send the map by mail to Valve if we can this way ?

  • Kinky
    • January 27, 2013 at 9:53 PM
    • #19

    I didn't see this, thanks for the info!

  • shnytzl
    • January 27, 2013 at 10:13 PM
    • #20
    Quote from 3Dnj

    But what's the point of asking to send the map by mail to Valve if we can this way ?

    that is a fabulous question, I'm confused by myself

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