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BananaPeelz

CS:GO UPDATE 2/5/14

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STICKERS
  • Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
  • Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
  • A sticker can be applied to any gun, and each gun can hold multiple stickers.
MISC
  • Several adjustments to improve performance for a range of hardware configurations.
  • Ended Operation Bravo.
  • Overpass and Cobblestone maps are now available to everyone.
  • Removed the following items from the store:
    • Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
    • Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
  • Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
  • Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend
  • Added more diagnostic information for buffer overflows in network channel.
UI
  • Removed rouge [sic] pixel on mode map selection UI.
  • Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
  • Reduced translucency of avatars in playercount panel and did some minor visual updates.
  • Enemies icons on radar are now a different shape than teammates.
  • Hostages on radar now have an H in the dot and never rotate.
  • Added sort method 'Equipped' to the Inventory.
  • Added a setting to Game Options that allows hiding Team Tags in death notices.
  • Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
  • Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.
GAMEPLAY
  • All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.

    • Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
  • Weapon balance has been adjusted:

    • Improved Desert Eagle accuracy recovery
    • Improved Sg553 and AUG rates of fire.
    • Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
    • Increased movement inaccuracy on all automatic weapons by 50%.
    • Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
  • sv_airaccelerate has been slightly increased.

MAPS
  • Mirage

    • Fixed a bug where you could peek over a crate at CT stairs.
    • Added a peek position in Bombsite A connector, towards Palace exit.
    • Clipped benches inside palace.
    • Fixed some boost/exploit spots (Thanks F3RO!).
    • Breakable metal panels can no longer be shot through without triggering break effect.
    • Made it easier to get into hole leading to CT sniper window.
    • Made it easier to move over cart leading to B route from CT spawn.
    • Reworked cover in Bombsite A.
    • Reworked cover in Bombsite B.
  • Overpass

    • Changed cover in playground.
    • Fixed smoke sorting on water.
    • Made players easier to see in park connector stairs.
    • Raised upper park divider to prevent peeking over it.
    • Increased ambient lighting.
    • Made bridge near Bombsite B twice as wide.
    • Made it easier to spot players in T side of canal.
    • Simplified the layout of Bombsite B slightly.
    • Removed small tree at CT side of upper park.
    • Blocked visibility through truck in Bombsite A.
    • Tweaked soundscape.
    • General optimizations.
  • Inferno

    • Fixed a bug where players could get stuck in ceilingfans.
    • Fixed some areas where thrown C4 could get stuck.
    • Increased brightness slightly in hallway leading to balcony in Bombsite A.
    • Fixed gaps that players could see through in Bombsite B.
    • Made wall penetration in construction more consistent (Thanks Pawlesslol!).
    • Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
    • General optimizations.
  • Dust 2

    • Removed dark texture near tunnel stairs.
    • Removed sky collision over building near T spawn.
    • Covered up shadow that looked like a player near CT spawn.
    • Fixed invisible ledges on curved corners.
  • Assault

    • Fixed various graphical bugs.
    • Fixed bugs related to prop_physics_multiplayer.
    • Added a CT van to CT spawn.
    • Fixed an exploit where players could get out of the map

This is a pretty dece update, deagle buff and increased air acceleration, and a nerf to p90 run and gunners. The new grenade underhand toss looks like it can be pretty interesting as well.

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DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF DEAGLE BUFF 

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just played with the update

 

 

colors are amazing

deagle is amazing

aug is amazing

lobbing grenades -> Team flash, fail smokes, fail nades, team nades, death.

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SG 553 and AUG are OP AF. Literally 5 sg 553 on terrorist and 5 augs on ct every few rounds at double AK level. The deagle change isn't too great imo, I was already getting used to it and this change simply made it slightly easier to land shots.

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They released a second update shortly after

 

MISC

  • Fixed a bug where some players would be able to play multiple rounds before crashing.
  • Introduced a crash on team select.
  • Fixed a bug where the game was playable.

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/><p>

They released a second update shortly after

MISC

  • Fixed a bug where some players would be able to play multiple rounds before crashing.
  • Introduced a crash on team select.

  • Fixed a bug where the game was playable.

Ikr game kept crashing like 5 times in a row for me and rootbeer

Edited by xmen

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The player team color should be interesting. Also the secondary grenade feature will come in handy.

 

Will save my throwing them at my feet now! No more suicide nades! 

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The update made csgo revert to 1 thread.

Right click csgo in library> properties > set launch options > put these commands in -threads 2/4/8 and +mat_queue_mode 2 (bonus commands: -high -novid -- removes the opening video that plays when you launch)

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— Several adjustments to improve performance for a range of hardware configurations.

— Increased movement inaccuracy on all automatic weapons by 50%.

— sv_airaccelerate has been slightly increased.

Only a year late.

EDIT: Wow, didn't read this.

— Fixed invisible ledges on curved corners.

No more people spending the whole round trying to jump up the corner near Middle DD for a jump scout and losing the round.

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The update made csgo revert to 1 thread.

Right click csgo in library> properties > set launch options > put these commands in -threads 2/4/8 and +mat_queue_mode 2 (bonus commands: -high -novid -- removes the opening video that plays when you launch)

What are threads? I looked around google and nothing really showed up about what they are.

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What are threads? I looked around google and nothing really showed up about what they are.

A processing  core.

Look in your task manager and count the number of boxes.

Edited by Sakata

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A processing  core

 

Not really. Threads use cores, but they aren't cores.

 

What are threads? I looked around google and nothing really showed up about what they are.

 

A thread is a fancy way to say a task. Let's say you want to send shipments of Egyptian cotton from Sicily to Malta. If you have a single plane that can fly 500 mph, you have to wait until it flies there and back (a single clock cycle) before you can load it up and send it out again. In that sense it isn't very quick.

Now imagine you have a fleet of 8 planes. Even though they all fly at 500 mph, you're transporting 8x as much cotton as you were before. This is why the speed (measured in GHz) doesn't mean a whole lot. In the case of the i7 series, it has hyperthreading, which is a fancy way of saying there are twice as many virtual cores as physical cores. Since an i7 is a quad core chip (at least the desktop version I'm familiar with is), there are 8 usable cores, as detected by windows task manager. A core 2 duo, the second generation of Core Duo, only have 2 usable cores.

The way a thread works is fairly complex, but each core is basically set up to run one thread at a time, but cycle through them so fast that the user interprets them as running in parallel (wikipedia "time-division multiplexing"). The only downside to having a lot of cores running in parallel is that a lot of software can only utilize 2-4 cores at once, meaning you have a bunch of cores on an i7 doing nothing for a lot of the time unless you're seriously multitasking.

To most directly answer your question, it works by splitting a "job" into many smaller tasks called "threads" and then going through all the threads and doing them individually, but so fast that it looks like they're running simultaneously. If there is more than one core doing this then many tasks can be done at once.

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Not really. Threads use cores, but they aren't cores.

 

 

A thread is a fancy way to say a task. Let's say you want to send shipments of Egyptian cotton from Sicily to Malta. If you have a single plane that can fly 500 mph, you have to wait until it flies there and back (a single clock cycle) before you can load it up and send it out again. In that sense it isn't very quick.

Now imagine you have a fleet of 8 planes. Even though they all fly at 500 mph, you're transporting 8x as much cotton as you were before. This is why the speed (measured in GHz) doesn't mean a whole lot. In the case of the i7 series, it has hyperthreading, which is a fancy way of saying there are twice as many virtual cores as physical cores. Since an i7 is a quad core chip (at least the desktop version I'm familiar with is), there are 8 usable cores, as detected by windows task manager. A core 2 duo, the second generation of Core Duo, only have 2 usable cores.

The way a thread works is fairly complex, but each core is basically set up to run one thread at a time, but cycle through them so fast that the user interprets them as running in parallel (wikipedia "time-division multiplexing"). The only downside to having a lot of cores running in parallel is that a lot of software can only utilize 2-4 cores at once, meaning you have a bunch of cores on an i7 doing nothing for a lot of the time unless you're seriously multitasking.

To most directly answer your question, it works by splitting a "job" into many smaller tasks called "threads" and then going through all the threads and doing them individually, but so fast that it looks like they're running simultaneously. If there is more than one core doing this then many tasks can be done at once.

While your at it would you mind telling me if the voltage and shit looks right.

6M2k8.png

It's been stable with that voltage at full load for around an hour @ 50c air cooled.

@destin yes, +mat_queue_mode 2 enables that.

Edited by Sakata

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