Counter-Strike: Source update released

by Stephen Coleman on 16 September 2011, 14:05

Tags: Valve, Counter-Strike: Source (PC), PC, FPS

Quick Link: HEXUS.net/qa7ca

Add to My Vault: x

I for one did not expect to see this when I logged into Steam today. It appears that Valve has released an absolutely massive update to their phenomenally popular FPS title, Counter-Strike: Source; quite possibly in preparation for Counter-Strike:Global Offensive which has a targeted release date of early 2012.

Take a look at the huge list of updates, what's with the sudden need for such a large update after roughly 7 years anyway, is it really that necessary? Let us know what you think.

 

Cumulative weapon updates

  • All weapons now have a new accuracy model which fixes many bugs and provides more intuitive weapon behaviour

  • Weapons now have separate accuracy penalties for jumping, landing, and standing on ladders

  • All weapons are now more accurate while crouching

  • Accuracy penalties for movement no longer have a discrete threshold, but scale between crouch move and run speed

  • All rifles are less accurate while running

  • Fixed bug that caused the glock to fire burst rounds on three consecutive tick frames. It now fires burst rounds with a 0.05 cycle time

  • Fixed a bug that cause the famas to fire burst rounds on uneven intervals (0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075.

  • Fixed bug for the bolt action sniper rifles that caused their zoom state to incorrectly toggle when holding down fire.

  • Fixed bug that would cause the suppressor state on the USP and M4A1 to not be accounted for correctly when the weapons were dropped with the suppressor attached and then picked up.

  • Fixed fast suppressor switch exploit

  • Decreased range of shotguns, while slightly increasing damage

  • Slightly increased damage of m249

  • Sniper rifles now zoom faster

  • AWP fire animation changed to match 1.5 second cycle time

  • Fixed burst fire prediction of FAMAS

  • Fixed animation issue with elite dry fire

  • Fixed timing of sounds on Glock burst fire

  • Weapon spread patterns are no longer square

  • Dynamic cross-hair now uses actual weapon accuracy, rather than a separate simulation

  • Increased run speed for Galil and FAMAS

  • Increased FAMAS accuracy and reduced spread for burst mode

  • Increased accuracy of silenced USP

  • Increased accuracy of zoomed sg552

  • Cycle time for dual elites increased to .12 second

  • Fixed firing of “stale” burst mode bullets on glock and famas

  • Fixed reload animation issue with shotguns under high latency

  • Fixed bug which allowed a CT to defuse the bomb in the same frame that it exploded

  • Pistols no longer continuously spam weapon_fire event when the +attack key is pressed. This has the side effect of no longer allowing the glock to continuously auto-fire in burst mode).

  • Weapons no longer continuous cycle the weapon_reload event when the reload key is pressed

  • Weapons no longer continuously cycle the empty fire event (and click) when out of ammo and the attack button is held

Other bug fixes

  • Re-enabled the ability for max grenades to be set from server convars

  • Allow observing other players when mp_fadetoblack is enabled and mp_forcecamera is something other than OBS_ALLOW_NONE

  • Scoreboard is now more robust with user modified layout changes

  • Added defuser icons to CTs on the scoreboard; these are analogous to the bomb icons for Ts, in that they only are visible for team members and spectators.

  • Defuser, bomb, and VIP icons are now coloured by team colour convar.

  • Bomb/defuser icons are no longer shown for members of the opposing team when you are not allowed to spectate them.

  • Updated player max speed cap so that it no longer limits players to 240 movement speed

  • Allow player max speed to be changed by mods

  • Killing friendly players no longer increments the player stat for kills with enemy weapons

  • Round no longer ends when timer runs out and mp_ignore_round_win_conditions is set

  • Players no longer get weapon donation credit for buying, dropping, and picking up the same weapon

  • Fixed crash related to planting C4

  • Fixed positioning of hud_targetid; it now is correctly visible in wide screen aspect ratios and when spectating.

  • Updated the multi-player options UI so that it offers more options for configuring the cross-hair.

  • When dynamic cross-hair is disabled, the cross-hair is now completely static.

  • Fixed a couple of issues with the view offset when dead was fighting with the observer code.

  • Fixed a bug where the client would have a ragdoll entity in CS, but wouldn’t have actually created a ragdoll which would give a one frame glitch in the death camera position setup.

  • Fixed an exploit where users could disable flashbang audio effects using alias commands.

  • Marked the “mat_diffuse” convar as a cheat to protect against exploits.

  • Fixed issue with buying multiple grenades when ammo_*_max were set to other than the defaults.



HEXUS Forums :: 11 Comments

Login with Forum Account

Don't have an account? Register today!
A slight note, a massive patch (bigger than this one…) was released last year i think when they did extensive beta testing, didnt like it that much but adapted.

Noticed this update last night, went to play a match and we were all suprised mostly by the crosshair ( i have mine really small). The game mechanics have essentially been changed :(, crouching and spraying actually works now… WHY!?It should take skill not prayers to win :P.

The crosshair is a good addition, still getting used to it but i like how they have added everything in the menu so its an easy gui to change the crosshair, the dynamic movement helps me (well its annoying at the minute) with my shots as it gives me a brief reminder if ive been shooting to many rounds and need to drop back and stuff.

Famas has had accuracy improved aswell as the burst fire improvement so id love to see how well that does as i am pretty solid with the famas :P.

The new thing where you can see if players have a defuse or not is all right but a bit unnecessary as no one really looks to see who has a defuse as well you are talking on a voip if its a serious team.

More graphic updates for like the hud (bit more noticeable but also more annoying with the bloody shaded areas…) and when buying stuff it shows more icons on the side e.g. buying armour you now see armour appear on the right briefly to show you bought it.

Nice to see Valve are still trying but tbh i see it more of a way to try and coast all hardened css players to slowly make a switch to GO when it comes out. Hopefully they dont add many other things in the future that can have a serious affect
Hicks12 hardened CSS players are the players that couldn't hack 1.6 because “it was too hard”, as far as I can see this is dumbing the game down even more.

The developers are dumbing their games down more and more for easy sales. We will never see a proper fps game like CS 1.6 ever again.
wow they have messed this game up now, after all the years of play I may as well throw it in the bin and start again. Feels like a new game and not in a good way, Valve making too many changes to fast as ususal. They need to give gradual updates, not huge game changing updates.

CS: S has a real bad problem, it always has had and this problem is what has held it back… Valve and their updates.
bah ever since this update cs:s wont start up. It keeps saying steam servers are busy… Its been like this for 2 days. I even reinstalled it too
c.ruel;2124442
Hicks12 hardened CSS players are the players that couldn't hack 1.6 because “it was too hard”
I didn't play CSS because 1.6 was “too hard” - I played it because my eye bled looking at the 1.6 graphics (or lack there of)