Update.......

Counter-Strike: Source

New hostage resuce map cs_compound

Added Source version of de_train

Upgraded version of the CT player model

Location names are shown in radio/team chat, and under the radar

Server tickrate can be specified with -tickrate

Added radio command aliases

Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team – useful for humans vs bots)

Added new “match” mode for bot_quota -- If bot_quota_mode = “match”, bot count = (human count) * bot_quota

Bots no longer automatically follow humans (bot_auto_follow now defaults to 0)

Bots are balanced before humans with mp_autoteambalance

Bots can open simple +use doors

Bots change their names to match the prefix when bot_prefix changes

Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana

Bots won’t throw grenades if something is blocking their throw

Bots are better at only breaking objects that are in their way

Fixed bug where a bot occasionally “dithered” rapidly between two or more targets without firing
bot_kick and bot_kill console commands use the bot's base name without the bot_prefix
de_piranesi - bots avoid the breakable crates better.

A bomb exploding just as the round restarts no longer kills players at the start of the next round

Grenades being thrown when the player dies no longer disappear

Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality

Players’ arms and hands can be hit by bullets now

Target ID font is proportional, and it doesn't become resize incorrectly after a resolution change

Overviews don't show player locations when mp_fadetoblack is on

Players with spaces in their names can be selected in the spectator GUI

Observers can change their name at round restart

Throwing a grenade right at round restart no longer results in holding a “ghost” grenade viewmodel at respawn



Source Engine

Fixed a bug where snd_mixahead was not working properly. Should fix some sound popping problems for certain sound hardware when running at a low framerate

Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware

Allow mp3 playback at rates other than 44100Hz. This was requested by the MOD community



Master Server Query Protocol

Added a challenge number to A2S_PLAYER and A2S_RULES server queries
* setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality

Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet.



Half_life 2: Deathmatch

Fixed model exploit that would allow players to select an invalid player model

Added weapon type to server log
 
Watch out for copycat threads, there are 3 of the same right now.
 
Indeed there are. Obviously people can't read the thread list before they post - as mine was the first one ;)
 
cs_compound is a very good map, can tell it has been well worked out for the best gameplay.

de_train is as expected, i've never been a fan but the map looks nice.

That new CT player model is very nice, I'm just wondering why it took so long, and where all the others are...
 
Cant wait to check out the new official maps :D Downloading now
 
MODEL has a lot of problems

the CT model has a lot of problems i took many screenies of it.

the arms rip thorugh the vest, for example its not a nice render

athlon 3500+ winchester
asus x800xtpe pcix
asus sli mobo
hyperx dual channel 2225 512x2.

its not my system
models are done poorley,

look for yourself, do you guys have this problem to?

i made a montage of it, tell me if you guys have this problem too


PS. now after update, when someone dies, more of hte body parts are under ground that above ground as if lieing down, hands feet legs are all not correctly on top of hte floor they are on the bottom of the floor, only torso is and head.
 
hungryduck said:
eeeewww....thats some nasty clipping.

must be your system =)


i dont get you? you guys have this problem too?

plus are you jokeing about my system?
 
Yes he's joking, that's a nice system you've got there gegam, must have set you back a bit ... I didn't think a PCI-express X800 XT Platinum Edition existed, I thought that card was AGP only?

I noticed them clipping issues with the CT model, but I can live with them.

It's not like that all the time, only in certain poses does the clipping become noticable.

Looks ok here for example.
 
lePobz said:
Yes he's joking, that's a nice system you've got there gegam, must have set you back a bit ... I didn't think a PCI-express X800 XT Platinum Edition existed, I thought that card was AGP only?

I noticed them clipping issues with the CT model, but I can live with them.

It's not like that all the time, only in certain poses does the clipping become noticable.

Looks ok here for example.

ya your right its only certain ones, but i just like perfection a lot so, but anyway it still anyoing isnt it? hope they fix it, thanks for hte system, it did set me back 2.5gs, dont plan on upgrading for another 4-5 years. ya its a x800xtpe pcix version, its running single channel on an asus sli board. it did great on all games, i guess oyu get what you pay for.
 
i think its a better looking model than the old one but the clipping need to get fixed big time !

and they finally fixed the left hand problem on the models. :bounce:

The only real thing that brings the model down a lot is the UBER glossy helment !! makes it look wayyy to cartoony
and the clipping issue
 
Woo, thats a shinny helmet :|

Whats the "left hand problem" your on about?

And does the model still do that total spak move when you sometimes see them?

Dam that clipping blows :(

Anyone wanna post screenys of the new CS_Compound map for a guy stuck at uni? hehe
 
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