holiestcows Posted January 23, 2013 Report Posted January 23, 2013 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 csgo_sdk@list.valvesoftware.com 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! Quote
Kosire Posted January 23, 2013 Report Posted January 23, 2013 omg ninja'ed.. best update ever. Workshop + Deathmatch + RECOIL CHANGES!! FMPONE 1 Quote
OrnateBaboon Posted January 24, 2013 Report Posted January 24, 2013 Yeah, great update. The demolition maps on deathmatch are loads of fun. Quote
Spherix Posted January 24, 2013 Report Posted January 24, 2013 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! Quote
Psy Posted January 24, 2013 Report Posted January 24, 2013 I hope they accept dev texture alpha maps. Kinky 1 Quote
Kinky Posted January 24, 2013 Report Posted January 24, 2013 I hope they accept dev texture alpha maps. Hit the nail on the head. I want in, hugely excited about this update. Quote
selmitto Posted January 24, 2013 Report Posted January 24, 2013 (edited) 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. Edited January 25, 2013 by Al Anselmo Beck 1 Quote
Squad Posted January 24, 2013 Report Posted January 24, 2013 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. Quote
ShockaPop Posted January 25, 2013 Report Posted January 25, 2013 Is the Deathmatch FFA or TDM style? Quote
Beck Posted January 25, 2013 Report Posted January 25, 2013 Approval That sounds pretty awesome! Will probably try this later. Quote
Squad Posted January 27, 2013 Report Posted January 27, 2013 I hope they accept dev texture alpha maps. Hit the nail on the head. I want in, hugely excited about this update. So anyone got some news on that? Quote
Kinky Posted January 27, 2013 Report Posted January 27, 2013 Still waiting. Has anyone been given an approval yet? Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.