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Counter-Strike: Global Offensive

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Announcement - Valve
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Product Update - Valve
Release Notes for 11/21/2013

[MISC]
- Added the Highlights feature. Players can view their own highlights from downloaded matches by selecting ‘Watch Your Highlights’ when clicking on a match. Other players’ highlights can be accessed through the match scoreboard.

[ COMMUNITY ]
- Graphs are now accessible when sv_competitive_official_5v5 is set to 1
- Removed player number restriction from Spectator Stat chart.
Product Update - Valve
Release Notes for 11/20/2013

[MISC]
- Added DreamHack 2013 tab in watch panel. This is the hud to watch and download all the games.
- Added a panel to the spectator UI that shows the event logo, spectator number and viewer item drops during freeze time of an event.
- Added a convar sv_matchpause_auto_5v5, when enabled will track if less than 5 human players are connected on either team and will pause match during nearest freezetime, and will automatically unpause when all 5 players are connected on both teams.
- Spectators of competitive games can now access their inventory.
- Fixed ADR showing the value from the previous half on round 1 of the second half.
- Fixed case where a data series could exceed the chart range.
- Grenade collision with doors is not affected when the grenade kills a chicken.
- Players can no longer throw weapons through displacement surfaces.
Product Update - Valve
Release Notes for 11/15/2013

[GAMEPLAY]
- Reduced fade to black time to 0.3s to better hide enemy movement when playing with "mp_forcecamera 2".
- Buy Time now lasts the entire Warmup period.
- Fixed the Defuse Kit making a pickup sound that everyone could hear when walking over it.
- In official competitive mode players now accumulate end of round money even if they are disconnected at the moment when end of round money is awarded to their teammates.
- In official competitive mode players who disconnect from the game server while alive are treated as having committed suicide and don't receive end of round money for that round.

[MAPS]

- Mirage improvements based on pro feedback
-- Raised skybox ceiling around T spawn
-- Rebuilt red building in T spawn to give more room for grenade throws
-- Fixed a bug where Ts could see into Bombsite A without exposing themselves
-- Added collision on tall box near CT stairs to prevent players getting onto it
-- Fixed a bug where a player could get onto boxes near ladder room alone
-- Added wider cover in mid, T side
-- Made CT sniper window in mid taller
-- Removed gaps where players could see through scaffolding in Bombsite A
-- Fixed various spots where you could see through crates in Bombsite A
-- Made it possible to shoot through a crate in Bombsite A
-- Smoothed out movement inside Palace
-- Added wider windows in Bombsite B apartment
-- Fixed a bug where a player could stand on the wall outside B apartment
-- Removed dark door underneath Bombsite B apartment
-- Added pretty flowers

- Nuke
-- Fixed invisible I-beam collision in hut/lobby

- Inferno
-- Made railings on balcony near Bombsite A and CT spawn easier to see through

[UI]
- Fixed the overhead Freeze Time icons not updating frequently enough to catch certain equipment changes.
- Fixed the Freeze/Invuln Time color correction being wrong if the Invuln Time was shorter than the Freeze Time length.
- Fixed Achievement icons not appearing when it displayed Achievements earned in the previous round.
- Fixed map selection button becoming inactive when Workshop maps are being updated.
- Added Inventory error message when Steam cannot access your items.
- Added item image to Delete Item confirmation.
- Contracts
-- Fixed not auto-scrolling away from a blank item list.
-- Fixed being able to submit without signing.
-- Fixed signatures being offset from the mouse cursor.

[SPECTATING]
- Reduced duration of red player damage effect.
- In GOTV the kill camera now orients so both the killer and victim are visible.
- Fixed spectator navtext no longer wrapping.

[DEMOS]
- Work in progress improvements to demoui & demoplayer:
-- Menus, Overview Map, Graphs, etc. now work when the demo is paused.
-- Improved seeking with less particle effect, sound, and HUD spew.
-- Demo Timescale slider now goes up to 10x.
-- Added buttons to directly set demo timescale to 1/4x, 1/2x, 1x, 2x, 4x speeds.
-- Fixed Stats Graph round columns not resetting correctly when rewinding a demo.
-- Removed demoui2.
- Fixed color of weapon names not matching the actual rarity of the weapon.

[COMMUNITY]
- Added server convar sv_matchend_drops_enabled for suppressing item drops at the end of tournament matches, play time is still accumulated by players and items will be awarded at the next opportunity.
- Using the game_round_end to force a specific winner now consistently increments the round number (you must still use the game_score entity to set the appropriate team score).
- Fixed a case where CT coaches would get locked into 3rd person.

[MISC]
- Cached inventory icons are regenerated if Texture/Shader Detail is increased using the Options menu.

[LINUX DEDICATED SERVERS]
- Updated the version of libstdc++.so.6 for Linux dedicated servers to require Glibc 2.11.
- Linux dedicated servers now upload core dumps out-of-process and more reliably.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

Let's make an AWP that looks like a willy.

Counter-Strike is one of My Games. One of those games that made me. One of those games that caused me to run up a huge phone bill when 56k modems were a thing. One of those games where I can still close my eyes and get a little jolt from imagining the rattling fire of an unsilenced M4A1.

In the weirdest way considering that it’s the 4th, 6th and 9th most popular games on Steam, it’s only recently begun to feel like one of Valve’s> games. They’re now honouring the M4A1 fetishism of the game’s tens of thousands of players by adding player-created Weapon Finishes. (more…)

Product Update - Valve
Release Notes for 11/6/2013

[GAMEPLAY]
- Changed C4 planting sounds based on pro feedback. When planting the bomb, it plays an initialization sound that everyone can hear, but ONLY the player planting will hear the code typing sounds. This makes fake planting possible (similar to fake diffusing as a CT).
- All items now follow the same pick up sound rules (grenades, C4, weapons, defuse kits, etc):
-- If a player picks up an item while running, it plays a pickup sound that everyone can hear.
-- If a player picks up an item while moving silently, it plays a subtle pickup sound to ONLY the player picking it up.
- Weapons, grenades, and remaining money are now displayed as icons above player heads during freezetime. (Thanks R-arcHoniC)
- Fixed overhead teammate arrows not showing up in some cases.
- Fixed automatic observer target selection failing to find a controllable bot when a player was killed.

[MAPS]
- Cache:
-- Fixed lighting on prop in CT spawn.
-- Fixed buggy wallbangs at A main and B halls.
-- Fixed issue with dropping bomb behind spools in mid warehouse.
- Mirage:
-- Increased size of Bombsite A plant area.
-- Opened up skybox in T spawn.
-- Improvements to visibility throughout the map. (Thanks andzie!)
-- General optimizations.
-- Smoothed out movement in Bombsite B.

[UI]
- Added ability to link your Steam account to Twitch.tv account.
- Added Link to Twitch.tv button in Watch tab.
- Added more stats to the Spectator Graphs: Average Damage per Round, Headshot Percentage, Total Cash Earned.
- Fixed uncased knives with no finish displaying incorrectly in the GOTV and Demo UI.
- Fixed spectator weapon panel staying visible when switching to Roam camera.
- Fixed player panel appearing behind graphs.

[DEMOS]
- Work in progress improvements to demoui & demoplayer:
-- Seeking backward no longer reloads the map.
-- Can now seek to next/previous round start or player death.

[COMMUNITY]
- Fixed x-ray rules for coaches.
- Players can now become coaches during freezetime in addition to warmup.
Product Update - Valve
Release Notes for 10/30/2013

[SPECTATING]
- Spectating and dead players can now view a series of graphs displaying player/team statistics over time. Graphs are bound to lastinv (q, by default).
- Fixed Avatars being overly bright for the selected player.
- When a player is damaged, their outline is filled with a flashing red 'damage amount' indicator.

[MAPS]
- Adjusted the de_nuke B site particles a bit to make it sort correctly with smoke grenade smoke.

[ COMMUNITY SERVERS ]
- Added experimental support for coaches, which are effectively permanently dead teammates. To enable, set sv_coaching_enabled 1. To coach a team, type either 'coach t' or 'coach ct'.
- Added concommands mp_pause_match and mp_unpause_match which will flag the match to pause indefinitely during freeze time and cancel the pause, respectively.

[MISC]
- Added detection of the case when a client downloads the latest version of a game update and becomes unable to reconnect to their ongoing competitive match on an older game server version. Minimal competitive matchmaking cooldowns will be assigned in this case, and will not increment client's competitive offense level.
- Added server convar sv_force_transmit_players to allow networking player entities to all clients.
- Money of dead players will now more reliably network to teammates at round end instead of waiting until round restart.
- Fixed item icon cache retaining cached icons for items that you no longer own. Should reduce disk usage significantly for frequent traders.
- Fixed the death notice text sometimes getting truncated (and skipping the victim names).
- Fixed two hardcoded UI elements - they now properly use localized tokens.
Product Update - Valve
Release Notes for 10/23/2013

[GAMEPLAY]
- Added eye shielding animation to players blinded by flashbangs.
- Fixed respawning in Deathmatch sometimes choosing a spawn point visible to players when more ideal positions were available.
- Fixed a bug in Deathmatch that could create weapons on the ground if a player spammed his "buy" key immediately upon respawn.

[SPECTATING]
- Added changeable, preset camera positions for all shipped maps that are activated by selecting a player with SHIFT + 0-9 while spectating. (see https://developer.valvesoftware.com/wiki/CSGO:_Spectator_Tools for more info)
- Target players now glow white when viewing from a spectator camera in ROAMING mode.
- When spectating in ROAMING mode, we now draw a subtle Aiming Vector Line that shows each player’s aiming direction.
- Dropped C4 now glows for spectators (yellow = dropped, flashing red = planted, green = defused).
- Added more UI during freeze time to display player money, spent money that round, and kills/assists/deaths.
- Improved armor icons in spectator panels.
- Fixed recoil not being applied in GOTV and replays.
- Fixed UI weapon image sometimes being blank in GOTV.
- StatTrak now displays correct number of kills in GOTV and replays.
- Reenabled the spec_goto command and fixed it not working properly if called from a key bind.
- Moved the autodirector toggle key from “+speed” to “radio3” (from SHIFT key to the C key by default).
- Streams tab now includes 6 live streams.

[MISC]
- Scope lines now blur out completely to better match the weapon's current inaccuracy.
- Improved Fiveseven viewmodel animation
- Improved Tec-9 viewmodel animation
Product Update - Valve
Release Notes for 10/17/2013

[MAPS]
- de_nuke: Decreased fog

[UI]
- Added Streams tab to Watch menu.
- Friends rich presence now also includes the map if they are reviewing a match from their Match History.
- Fixed being able to invite and message yourself in the Watch menu scoreboard.
- Fixed hitches that would happen when updating match data in Watch menu.
- Reduced memory footprint of Inventory menu.
- Added warning that will show when you have have a corrupt download from Your Games tab.

[GOTV]
- Players in a match can now see the number of GOTV spectators in the scoreboard.
- Added spectator count display to top live Competitive matches.
- Added support for GOTV relays to allow a much large number of spectators for top live Competitive matches.
- Added convar tv_maxclients_relayreserved which allows reserving a certain number of slots from tv_maxclients for GOTV relays.
- Added convar tv_dispatchweight which allows better control of load balancing in relay chains, defaults to 1.25 which for every 4 local spectators will send 5 spectators to each connected relay.
- Fixed empty GOTV spectator chat messages.

[MISC]
- Fixed a crash on startup
- Fixed not being able to equip the default weapon into a loadout slot that previously contained a decorated weapon.
- Improved decorated weapon material compositing to prevent dark patches on some weapons with clean exterior.
PC Gamer
rel="bookmark"
title="Permanent Link to Steam Controller video demonstration shows Portal 2, Civilization V, CS:GO">steam portal 2







Valve's Steam Controller is a funny-looking thing—an owl-like game pad with dual trackpads instead of analog sticks. It pairs with Valve's free SteamOS and whatever living room PC it's installed on as a solution to the clumsiness of using a mouse and keyboard on the couch. In a new video demonstration, Valve does its best to convince us that Steam Controller really offers a level of control comparable to our traditional instruments of gaming.



First we see Portal 2, which demonstrates that—unlike analog sticks—the trackpads can be configured for 1-to-1 control. "Directly move your thumb a fixed amount of distance on the pad, and the view will correspond to the fixed amount of distance," says Hardware Engineer Jeff Bellinghausen. Meanwhile, he says, the left trackpad has been configured as a D-pad to simulate WASD.



Later in the video, Bellinghausen plays Counter-Strike: Global Offensive with great accuracy, though his aiming looks a bit slower than it might have been with a mouse—obviously, we'd need to see a comparison video of him playing with a mouse to know for sure. Civilization V and Papers, Please also demonstrate how accurate the trackpad is for mouse-based games.



It looks like it works—not just like a mouse, but like something more accurate and responsive than analog sticks. Trying to move a mouse pointer around with velocity-based control is miserable, and this doesn't look miserable. Seeing isn't believing—we need to feel this thing in our hands to judge it—but it does build confidence, and Valve will be posting updates like this "frequently."
...

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