Counter-Strike: Global Offensive Beta Update Released
Product Update - Valve
Apr 27, 2012
Release notes for 4/27 Beta 12
Gameplay: â€¢ Fixed an issue in the weapon recoil system which caused tighter shot grouping than intended. â€¢ Dead players no longer can see bomb or defuse icons on scoreboard for opposing team members. â€¢ Recoil impulses are now more consistent for automatic weapons. â€¢ The Movement acceleration and stopspeed values have been lowered per pro feedback. â€¢ Slightly increased the variance of the recoil patterns. â€“ Updated the recoil pattern for the ak47. â€¢ Adjusted the recoil suppression parameters to help tune burst fire. â€¢ Fixed an issue which was causing thrown weapons to emit from the base of players, rather than their hands. Gifted weapons will now correctly throw the proper distance.
UI: â€¢ Hooked up the win panel for arsenal mode to put emphasis on the winner and runners up. â€¢ The next weapon text in AR now displays appropriate text for the mode and state. â€¢ Fixed the alert for when you reach gold knife level showing up when anyone reached it. â€¢ When you get a point for an assist, it shows in the death message.
Maps: â€¢ New SE version of Aztec with no fog/particles/debris/ropes (except the bridge)
â€¢ Dust_SE â€“ Added correct skybox to the map properties.
â€¢ Shoots â€“ Turned down local-contrast settings. â€“ Fixed a strange clip on stairway. â€“ Fixed lighting on the dark hut in the Middle area. â€“ Fixed a few visual issues with the huts, and thinned out some of the thatch roof.
â€¢ Dust â€“ Adjusted size of buy zones for both CT and Tâ€™s.
â€¢ Shorttrain â€“ Adjusted local contrast settings on post process controller. â€“ Adjusted tonemap settings.
â€¢ Inferno â€“ Added smoothing normals to prop bombtanks used in Inferno level. â€“ Fix for incorrect bombsite designation text when standing on the blue truck.
â€¢ Safehouse â€“ Turned down local-contrast settings. â€“ Adjusted bloomscale â€“ Upped resolution on a prop, removed label that looks blurry.
â€¢ Italy â€“ Updated some very shiny planters.
â€¢ Aztec â€“ Fixed floating leaf in tree alpha texture. â€“ Reduced specular on tarp roof. â€“ Fix for objects disappearing from skyline based on camera position near double doors. â€“ Fix for the collision of the crates near bombsite B. â€“ Fixed the collision of the scaffolding at Water below bombsite B. â€“ Improved the texture on the metal bars at Water below T Ramp. â€“ Can no longer climb the scaffolding at bombsite B. â€“ Can no longer walk to the far side of T Ramp. â€“ Can no longer access platform next to Bridge.
â€¢ Dust 2 â€“ Expanded and moved both the CT a T buy and spawn zones in radar image.
â€¢ Bank â€“ Turned down local-contrast settings.
â€¢ Baggage â€“ Turned down local-contrast settings. â€“ Adjusted bloomscale
â€¢ Lake â€“ Turned down local-contrast settings. â€“ Adjusted bloomscale
Models: â€¢ Fixed clipping issue on Terrorist skin with head wrap. â€¢ Fix for Sawed-off where bolt was sticking through the back of the housing during fire and reload animations.
Audio: â€¢ Trimmed up ambient content for Nuke, Bank, Train and Sugarcane and made adjustments to the script in Bank (balancing levels and adding some light breeze to match the trees) and a few updated references in Nuke, Train and Sugarcane. â€¢ Dust ambient optimization. â€¢ Shoots ambient optimizations â€¢ Lake and Safehouse ambient optimizations. â€¢ Italy ambient optimizations. Fixed a doorway where a player could move outdoors and still have the indoors ambience. â€¢ Baggage ambient revision and optimization.
Effects: â€¢ Snow effects have been greatly optimized. Snow in Office runs 7x faster than before.
Bug Fixes: â€¢ Fixed crash when in the Buy menu, then voted yes to change maps. â€¢ Fixed noticeable double round start in Arms Race when the first player entered the server/game. â€¢ Fixed shadows being cast by vgui screens ( mainly the bomb plant numbers in game ). â€¢ Fix for a bug where dropping the Famas in certain points in de_dust would cause the weapon to sink into the ground.
Miscellaneous: â€¢ Relaxing the supported video card checks: â€“ Display an error and exit if the card doesnâ€™t support shader model 3, bilinear PCF sampling, or cascaded shadow mapping. (No cards are actually marked as not supporting CSM in CS:GO.) So our minimal GPU is now the NVidia 6xxx series (2005), or ATI HD 2xxx (2006) or better.)