Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a dedicated server crash related to gamestats
TF2 Blog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:


  • Fixed a dedicated server crash related to gamestats
Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt
  • Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx files from servers running custom content
  • Fixed sv_pure defaulting to -2 instead of 0
  • Fixed font issues for Mac clients
  • Made the Spellbook Magazine a base action slot item for players to equip and use when playing on a server that uses Halloween Spells
  • Fixed not being able to wear Halloween-restricted cosmetic items on Halloween maps outside of the regular Halloween and Fullmoon events
  • Halloween spells can now be enabled and controlled on servers via ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
  • Halloween spells can now be enabled by map authors via HolidayEntity by setting the flag HalloweenSetUsingSpells
TF2 Blog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:


  • Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt
  • Fixed clients not downloading *.dx80.vtx, *.dx90.vtx, and *.sw.vtx files from servers running custom content
  • Fixed sv_pure defaulting to -2 instead of 0
  • Fixed font issues for Mac clients
  • Made the Spellbook Magazine a base action slot item for players to equip and use when playing on a server that uses Halloween Spells
  • Fixed not being able to wear Halloween-restricted cosmetic items on Halloween maps outside of the regular Halloween and Fullmoon events
  • Halloween spells can now be enabled and controlled on servers via ConVars tf_spells_enabled and tf_player_spell_drop_on_death_rate
  • Halloween spells can now be enabled by map authors via HolidayEntity by setting the flag HalloweenSetUsingSpells
PC Gamer

Evan writes about CS:GO and other FPSes each Monday in Triggernometry.

Counter-Strike became a more interesting game to me the moment I embraced that it's as much about information gathering as it is about gathering sick AWP noscopes.

In a five-on-five format—the way you should be playing Counter-Strike, regardless of your skill level—CS shrinks to a size that fits in your brain. Every player action—footsteps, reloads—produces information, and every information piece paints a clearer picture of what the enemy team is up to that you're meant to adapt your tactics and positioning to.

You play within a possibility space shaped by bottlenecks and fixed spawn positions, and this distinguishes CS from other FPSes, which begs the question: are you playing CS like it's a different game?

It s obvious that Battlefield 4, for example, is spatially larger than CS:GO. But think about the way that BF4 s scale, along with the design of its respawn systems, make information decay quickly. Players can spawn on one another, on any owned capture point, or parachute from the sky—the three medics you saw on capture point D a moment ago can multiply into a dozen by the time the tank you've called in arrives. It's a game of fluctuating hotspots mostly played on open, flankable terrain. It's a game about putting out fires and starting your own.

CS, by contrast, is a checkerboard slowly revealed as you move through it. There are only so many positions an enemy can occupy, and unless you leave a hole in your collective vision, they can't magically appear behind you through teleportation. Where enemies are (and, secondarily, what resources they have (HP, armor, weapons)) is reliable information with a measurable lifespan. Without having some of that information, you're simply hoping for the best, relying on your aim to get you out of every situation.

Embrace scouting as a necessary aspect of Counter-Strike, and you may improve your win rate on the way to appreciating the tiny maneuvers that drive CS' strategic depth.

Jump-Scouting

It was during the ESL One Cologne that I finally realized I could win rounds of Counter-Strike with my eyes. There's a position on de_mirage beside the van on bombsite B, and I watched teams jump like kangaroos here, elevating their eyes for a moment each time to peek down apartments. Even if the Terrorists are rushing B flat-out, this move buys the defenders a few more seconds to get their asses to the bomsite, which can absolutely make a difference. (If you're daring, you can also land jumping Scout or AWP shots.)

This was a huge epiphany for me; up until then, I'd been hurling smoke into the Mirage apartments at the start of every round on the assumption that someone was there. Smoke has the ability to stop pushes and burn precious time off the clock, but deploying it there was also denying me the opportunity to gather visual information. I was putting myself in a position to be surprised every round and hoping that my aim could get me out of it.

Few maps offer the jump maneuver I mentioned on de_mirage as a quick, usually-safe scouting option. More often, the technique you want is a shoulder peek: making the smallest possible movement around a corner with no intention of engaging. The whole idea of the shoulder peek is to not stick your neck out long enough to even observe enemies, but 'process' what you've seen behind cover. You're snapping a quick photo, jerking back, then essentially looking at it in your own brain while you're safe. Do this with a knife out to be as fast as possible.

We ll dig into shoulder peeking more another week. The takeaway here is that in CS' five-on-five format there's an unusually high value to knowing where enemies are: it determines your aim, positioning, and grenade tosses—three essential elements of CS. Part of playing well, then, means learning how to gain information with as little risk to your resources (HP and the weapons you're carrying) as possible. Recognizing the map locations and round situations where information is available at a low cost (i.e. risk to your team s lives, position, or weapons) is a valuable step to playing a more deliberate game.

PC Gamer

Everyone still wants Half-Life 3. People feel its continued absence like a pain in the gut. Some people carry this weight around with them every day, and may well do so for the rest of their lives. Some people, when you say something nice has happened, silently whisper to themselves "Half-Life 3 confirmed?" 

This doesn't mean we ought to 'engulf' the lives of Valve employees, as a press release for a new crowdfunding campaign calls upon us to do. A ploy concocted by two interns at New Mexico ad firm McKee Wallwork & Co., the campaign is seeking $150,000 to organise a series of events and advertising sprees intended to persuade Valve to develop the anticipated installment. 

It's a unique idea - and it's probably not as dodgy as it sounds - but some of the wording is very problematic indeed, especially in light of recent harassment campaigns in the games industry. According to the press release received by VentureBeat, Half-Life fans have "never truly shown a united front", though "a little concentrated effort might finally get us what we want. The press release headline reads Indiegogo campaign to engulf Valve employee s lives.

VentureBeat reached out to the campaign creators Chris Salem and Kyle Mazzei, and this is what they had to say regarding the potential for harrassment. Obviously, lines like [engulf people's lives] is a little sensationalized to get people s attention, Salem said. But we think we re doing everything in a good-hearted way. We aren t going to have people camped out in front of Valve headquarters for weeks at a time. It s just going to be a one-day thing.

The IndieGoGo crowdfunding campaign involves the purchase of Google Ad Words, mobile billboards, a Valve doorstop campaign populated by Gabe Newell look-alikes and a concert. It's currently raised $36.

Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed an exploit related to clients uploading files to servers
  • Fixed a problem that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt

    • TF2 will not run if a bad items_game.txt file is found
    • If your items_game.txt file is reported as being corrupt, delete any items_game.txt files you have added and verify your TF2 installation
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Fixed a timing problem with the Rancho Relaxo taunt animation
  • Removed the Limited Late Summer Crate from the crate drop list
  • Limited Late Summer Crates can no longer be opened
  • Removed the Limited Late Summer Crate Key from the Mann Co. Store
  • Limited Late Summer Crate Keys have been converted to Mann Co. Supply Crate Keys
  • Fixed Linux dedicated servers not showing up in the LAN serverbrowser tab when using sv_lan 1
  • Fixed the Duels leaderboard not displaying current counts
  • Added the explosion particles to the list of files that we always enforce consistency on
  • Added ConVar tf_classlimit
    • When set, limit each class to the specified value
    • Works in any game mode, but overridden in Tournament mode and Highlander mode
  • Updated the model/materials for the Runner's Warm-Up to fix a lighting issue
  • Updated the equip_regions for the Couvre Corner and the Pocket Heavy
  • Updated rd_asteroid

    • Continued art-pass process

  • Updated the vote system

    • Fixed team-specific vote sounds/notifications playing/showing for the ineligible team
    • sv_vote_issue_restart_game_allowed default changed to off
    • Added sv_vote_issue_restart_game_allowed_mvm (on by default)
    • Added "Enable/Disable Class Limits" vote

      • Controlled by sv_vote_issue_classlimits_allowed (off by default)

        • Limit controlled by sv_vote_issue_classlimits_max (default 4)

      • Controlled by sv_vote_issue_classlimits_allowed_mvm in Mann vs. Machine (off by default)
        • Limit controlled by sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2)
TF2 Blog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:


  • Fixed an exploit related to clients uploading files to servers
  • Fixed a problem that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt

    • TF2 will not run if a bad items_game.txt file is found
    • If your items_game.txt file is reported as being corrupt, delete any items_game.txt files you have added and verify your TF2 installation

  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Fixed a timing problem with the Rancho Relaxo taunt animation
  • Removed the Limited Late Summer Crate from the crate drop list
  • Limited Late Summer Crates can no longer be opened
  • Removed the Limited Late Summer Crate Key from the Mann Co. Store
  • Limited Late Summer Crate Keys have been converted to Mann Co. Supply Crate Keys
  • Fixed Linux dedicated servers not showing up in the LAN serverbrowser tab when using sv_lan 1
  • Fixed the Duels leaderboard not displaying current counts
  • Added the explosion particles to the list of files that we always enforce consistency on
  • Added ConVar tf_classlimit

    • When set, limit each class to the specified value
    • Works in any game mode, but overridden in Tournament mode and Highlander mode

  • Updated the model/materials for the Runner's Warm-Up to fix a lighting issue
  • Updated the equip_regions for the Couvre Corner and the Pocket Heavy
  • Updated rd_asteroid

    • Continued art-pass process

  • Updated the vote system

    • Fixed team-specific vote sounds/notifications playing/showing for the ineligible team
    • sv_vote_issue_restart_game_allowed default changed to off
    • Added sv_vote_issue_restart_game_allowed_mvm (on by default)
    • Added "Enable/Disable Class Limits" vote

      • Controlled by sv_vote_issue_classlimits_allowed (off by default)

        • Limit controlled by sv_vote_issue_classlimits_max (default 4)

      • Controlled by sv_vote_issue_classlimits_allowed_mvm in Mann vs. Machine (off by default)

        • Limit controlled by sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2)

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

“Hey, remember Team Fortress 2?” I think to myself, sometimes. I played that game every day for months, squeezing rounds into lunch breaks and evenings till eventually I lost interest. “The big updates slowed,” I explain to myself. “The steady stream of community content made each release feel like less of an event, and eventually time moved on and everyone’s focus moved elsewhere, right?” Right.

What definitely didn’t happen is that the game continued to grow in popularity indefinitely. It certainly didn’t become the third most played game on Steam, with tens of thousands playing it at any moment. Absolutely there is not a regular and regularly excellent series of free comics about it, with a fourth part that went online earlier this month. That’d be mad.

… [visit site to read more]

PC Gamer

Every Monday in Triggernometry*, Evan writes about FPSes.

Aiming is one of Counter-Strike s central skills. Good aim can get you out of a bad situation, like a mistimed rush or a weapon disadvantage. Even if you ve been playing CS for a decade, I m willing to bet that, like me, you ve got some bad aiming habits.

I ll go first: I m awful with the AK at long range, and I struggle to get kills with the P250 on eco rounds. I ll probably get better with those guns as I keep putting hours into CS:GO s competitive matchmaking, but bad habits are easy to lose sight of in the middle of a match, when you re caught up in the emotion of the situation. CS:GO also hides a ton of its nuances—especially the bullet spray patterns of its weapons.

Aim maps have a way of immediately illuminating what you ve been doing wrong. Through repetition and drilling, they can teach you a lot about your own bad (and good) aiming behaviors. These are my three favorites.

How to play custom CS:GO maps locally:


  • Subscribe to maps on Steam Workshop

  • Launch CS:GO

  • Click Play > Offline with bots

  • Click Workshop, search for the map you subscribed to

  • Select the map, select No bots

training aim csgo 2

download

This is CS:GO s best drill map, and it has a ton of customizability. You can tweak it to test almost anything you need to work on, from long-range AWPing to short-range spraying against targets that take multiple hits to break. I particularly like the sliding test, which lets you set up static or pop-up targets along different axes, letting you practice the rhythm of strafing, stopping, and shooting outside of a live environment. I also get a lot out of the Burst Training, which tracks how many of your shots connect on a full spray.

Training: Bot Aim V4b

download

You can work on any weapon on this map, but I ve found it to be best for building pistol skills. It loads a number of bots into a narrow corridor and has a few toggleable obstacles—crates and a pair of doors—that you can bring into the setting to make it feel more practical. Bots can be set to return fire or not. The god mode setting is really helpful if you want to focus on training one weapon for a sustained period.

aim botz

download

This rifles-and-pistols map is the best one I ve found for working on killing enemies who are moving laterally. The bot movements are a little unnatural (you can also set them to move faster than players can in-game, as in the GIF above), but you can set them to mirror different ADAD patterns (alternating left and right strafing), which can be a particularly tough maneuver to counter. There s a good amount of setting customization, too, including boxes and uneven ground. You can also toggle on impact visualization, which will produce a wireframe of the bot hit that lingers in the environment.

*[Hats off to Reiniat, who suggested that we call this column "Triggernometry" instead of its original, inferior label "Shooterology." If you're listening, get in touch with me in the comments below to collect a prize that I have not yet determined. —Evan]

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