CS:GO Server Updates

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    This thread will contain patch notes (when I remember to post them).

    Release notes for 8/20 Update

    • Added the Weapons Course to the game.

    • Voice notification can now show more players talking.
    • Updated the freeze panel to no longer show the heath for your killer in competitive mode.
    • Added an option in the menu to disable the game instructor messages.
    • Update to the player info panel to no longer show achievement alerts.
    • Update to the leaderboard screen to default to “Friends” filter.
    • Added the “Total Games Played” leaderboard category.
    • Updated the Play With Friends screen:
    — Made the chat window bigger so text is no longer cut off.
    — Adjusted the size of dimming when the focus changes between friends list and lobby list. It used to obscure the friends list and a little of the chat. Now it only obscures the friends list.

    Bug Fixes:
    • Updated the radio command panel so that the radio panel doesn’t end up at the top of the screen during a mode that doesn’t have a money panel.
    • Set Classic Casual deadtalk to 0 to encourage fair play.
    • Fixed the freeze panel dynamic positioning that would allow it to go too high.
    • Fixed a missing text string displayed when player is not connected to Steam in leaderboards.
    • Fixed a bug where the Mag7 could be bought by Ts via console commands.
    • Fixed a bug where adding favorite server was not functional in the Community Server UI.
    • Fixed a bug in the Play With Friends lobby where using left and right on keyboard or gamepad made the screen unresponsive.
    • Fixed a bug in the Play With Friends lobby where typing in the Chat window would cause player names to flicker in the friends list.
    • Fix for voice/chat/radio messages. Better unified the handling of voice and chat messages.
    — Chat messages now correctly use sv_allchat (instead of sv_alltalk), which should be more consistent with other source games.
    — Team-only communications now are not affected by sv_allchat/sv_alltalk, which means that private communications to one’s team stay private, regardless of game mode.
    — Team-only communication is also not overridden by sv_full_alltalk, which allows teams to privately communicate strategy during warmup time and intermission.
    — Radio commands are considered team-only, so these should still be usable for tactics during games with sv_alltalk enabled (e.g. casual).
    — Spectators no longer hear team-only communications, except when sv_spec_hear is mode 2 (hear/see comms of the spectated teams).

    • Increased the audible range of the c4 plant and disarm sounds.
    • Fixed audio randomly chirping/screeching on certain levels.

    • Tuned lobby distance computations when performing matchmaking.
    • Exposed a convar (“mm_csgo_community_search_players_min”) for community quick match to look for community servers having at least specified number of human players already playing.

    • Shipped zombie model to support the Zombie Mod


    Release notes for 8/22 Update

    – Addressed some stability issues.
    – Fixed perf issues when logging is enabled.
    – Added a convar (cl_crosshairgap) to control the gap of the classic crosshair.
    – The smoke grenade smoke is now taller so it’s now more useful to use it to block places like double-doors in dust2.
    – Players can no longer interrupt another player defusing the bomb by standing in between them and the bomb.
    – Disabled sv_pure on listen servers.
    – Fixed an sv_pure bug that resulted in false inconsistent MD5s
    – Increased search iterations and time delay for keeping sessions in the ignored pool. mm_ignored_sessions_reset can now reset the ignored pool.
    – Fixed a case where MOTD prevents input to the team select screen.
    – Fixed occasional “server is full” error when matchmaking into classic casual games.
    – Fixed an exploit where a vote could be called for an invalid map.
    – added some sound mix settings suggested by pros
    – increased the volume of bullet impacts and ricochets
    – increased the volume of 3rd person footsteps
    – increased the volume of weapon foley sounds (reloads, etc.)
    -decreased the volume of ambient sounds


    Release notes for 8/23 Update

    [ Gameplay ]
    – Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately.
    – Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage.
    – Increased amount of tagging that results from hits.

    [ Bugs ]
    – Fixed the scoreboard turning toggleable in the end match state.
    – fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state.
    – Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking.
    – Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis.

    [ Community ]
    – Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0.
    – Exposed mp_forcecamera convar.
    – Exposed set of server hibernate convars.
    – Fixed code that was preventing mapper-placed weapons.


    Release Notes for 9/14/2012

    [ GAME ]
    – Added third-person gunshot flinch reaction animations for all players
    – Molotovs and incendiary grenades now explode in mid air if they haven’t touched the ground after a small amount of time has passed
    – Molotovs and incendiary grenades now no longer throw shorter than the other grenade types
    – Fixed grenades bouncing really high if you threw them straight at the ground
    – Fixed grenades that don’t have a timer (like the smoke) not detonating if they found a spot to continually bounce and not touch what was considered “the ground”
    – Fixed a bug in bullet penetration where a bullet would penetrate walls much thicker than intended when the first brush the bullet hit was a detail brush.
    – Fixed a rare case when server reservation would not load correct map on official servers
    – Flipped MP7 viewmodel fire selector from safety to full-auto

    [ UI ]
    – Fixed spectator glows not updating state often enough which could allow glows to show at the wrong time
    – Fixed player target ID names not showing properly in some cases when observing/spectating
    – Fixed the spectator UI showing in Arms Race
    – Fixed player not auto observing their killer after the death camera if no bot was available to take over
    – Fixed round in spectator screen not updating if you connected mid round
    – If all players on a team share the same team tag, the scoreboard and spectator team names will display the players’ team name (steam group name)
    – Improved rendering performance of text UI elements

    – Added default loading screen for direct connects and custom maps that shows loading progress
    – Fixed server console say command to deliver text to all connected clients
    – sv_password can now be set on community dedicated servers when they have no players connected and will be enforced.
    – Matchmaking: blocking relationships do not prevent direct server joins, they only filter during matchmaking
    – sv_pure: VPK files contain the necessary hashes so the dedicated servers do not need to compute them at startup but can be checked with the command “sv_pure_checkvpk”


    Release notes for 10/01/2012


    -Replaced Competitive mode “Join in Progress” matchmaking system with “Queued” matchmaking.
    – Searching for a Competitive game, either from “Find a Game” or “Play with Friends,” will enter the player/s ( between 1 and 5 ) into a waiting queue. Once 10 compatible players are found then the game will begin.
    – Players that disconnect from a match can reconnect to it from the main menu or abandon it. Abandoning a game will result in a cooldown period during which no new competitive match can be joined.
    – Note: Elo will be recalibrated for the new matchmaking system over the coming weeks.
    -New maps:
    -de_vertigo is now available for Classic Casual and Classic Competitive.
    -ar_monastery is now available for Arms Race.


    -Weapon changes:
    . Reduced p90 kill award from 300% of default to 200%.
    . Reduced other SMG kill awards from 300% of default to 200%.
    . Increased Bizon kill award from default to 200%.
    . Reduced all shotguns’ price by 300.
    -Guns are now considered “reloaded” at the point during the reload animation in which they visually appear to be reloaded – this allows you to switch away from a gun after the new magazine has been entered without having to wait until the whole reload animation has finished * the weapon refire delay after starting a reload is not affected.
    -Fixed HUD not showing during demo playback.
    -Changes to Matchmaking Lobby
    . -Removed global Join Button and added Join Buttons for individual friends in the Invite Friends section.
    . -Join state is now visible when you browse the friends list.
    . -Removed global Steam Profile button and added ability to click on any avatar image to see Steam Profile.
    . -Removed global Invite Button and added Invite Buttons for individual friends in the Invite Friends section.
    -Added new feature section to the main menu
    -Fixed issue that caused doors and other “pusher” entities to move at the wrong speed when the tick rate was > 64 Hz.
    -Fixed post-process blur effect getting enabled (and left on) during demo playback if the player invoked the buy menu.
    -Fixed MOTD on OSX.
    -Fixed scoreboard getting stuck in toggle mode after halftime sometimes.
    -Fixed ability to connect to community servers using server browser from in*game pause menu.
    -Fixed exploit where models could be subsituted via a hardware performance setting.
    -Fixed memory corruption related to bots cleaning up their occupied nav areas.
    -Fixed spectator glow materials not being precached.
    -Resolved several minor bugs to clean up console spew on launch and map load.
    -Fixed a crash associated with targetIDs and the sv_competitive_official_5v5 convar.
    -Votes that match or exceed the number needed to succeed now end the vote early instead of waiting for the timer to expire.
    -The radar now displays when a player or bomb is above and below you.
    -Reduced the aim punch that happens when shot in arms and legs as well as in the chest/stomach when wearing chest armor.
    -Slightly increased the velocity boost grenades get when thrown by moving players.
    -Fixed in-game voice chat not working with some microphones on OSX.
    -Added convars mp_teamname_t and mp_teamname_ct that allow overriding team names on the scoreboard.
    -Fixed grenade bounce being significantly reduced when tossed at the ground at most angles.
    -Fixed not being able to vote when spectating/observing or when the scoreboard was up.
    -Changes to warmup period:
    . -Players now respawn in the warmup period.
    . -Warmup periods now only end when the warmup time expires.
    . -Warmup period no longer allows friendly fire.
    -The community server browser warning pop*up can now be dismissed and told to never show again.
    -There is now a visual and audible change in place of the silence on planted c4 when its about to explode.
    -Fixed the medals on the main menu showing the wrong categories.
    -The Buy Previous hotkey in the buy menu now only buys things that you purchased in the previous round.
    -Fixed an exploit that let players infinitely spawn golden knives.
    -Fixed a case where if all players on both teams had the same clan team name the were considered on the same team.
    -Fixed a crash on startup when launching a game by joining a game server from Steam


    Release Notes for 10/3/2012

    [ Minor Fixes ]

    -Added a vote to continue playing competitive match with bots after a human player abandons the match, unanimous agreement of remaining human players is required to continue playing with bots.
    -Reduced time required for confirming match when searching for competitive players and servers.
    -Improved overall search times in competitive queue mode.
    -Added a client message when the wamup period ends.
    -Extended competitive match warmup period to 90 seconds.
    -Message of the day will automatically dismiss itself when competitive match starts.
    -Added an explanation to competitive cooldown timer for clients.
    -Added a condition to apply competitive cooldown to players who have disconnected from the match.
    -Implemented scaling cooldown periods for repeat incidences.

    -Rearranged props below the boost-up ladder to prevent players jumping onto the ladder without boosting
    -Clipped off various tiny ledges
    -Made small props protruding from walls non-solid
    -Fixed visible nodraw in ceiling hole

    -Fixed a long standing bug where you could lose mouse input when you got to the team select screen.
    -Fixed a bug where the color correction during freeze time did not account for the players also being invulnerable during the new warmup – this fixed the CC gap at the start.
    -Fixed some bugs relating to the warmup notification not reliably showing for late joiners.
    -The chat now displays when the warmup has ended, just like when it is in progress.


    Release Notes for 10/25/2012


    – Resurrected SourceTV as ‘GOTV.’

    – Added a map overview that displays players, events, grenade detonations, etc. Can be drawn on in a select-able colored pen when spectating or if the “sv_competitive_official_5v5” convar is set to 1 on the server or if the client convar “mapoverview_allow_client_draw” is set on the client (drawings are not currently networked to other players).

    – Added free camera to spectator modes cycle.

    clamped hud_scaling to 0.95.

    – Added convar ‘cl_spec_show_bindings’ that toggles the visibility of the spectator key bindings.

    – Added spectator ability to toggle competitive scoreboard player data using the ‘drop’ command.

    – Extended team clan name support to the Team Select Screen. To use team clan name, all humans should match their Team name in Games->Settings, or the server admin can use the ‘mp_teamname_1’ and ‘mp_teamname_2 convars.’

    – After halftime, teams no longer switch sides visually on the spectator screen, they now stay where they are and the team colors switch instead.

    – Created a server convar that lets you swap the default player side position manually (CTs on right and T’s on left) called mp_spec_swapplayersides.

    – Made the hotkey that’s assigned to jump to a player not change after half-time.

    – You can now display a country flag next to your custom team name on the spectator scoreboard by setting “mp_teamflag_1/2” to ISO Alpha-2 country code of the country you want to display.


    – Introduced “Skill Groups”, the new Skill Group emblems are now visible in the main menu and at the end of a competitive match. A players’ Skill Group will be displayed after they achieve at least 10 competitive match wins.

    – Reworked conditions of valid match leaving: A vote to concede becomes available to the team that lost a player. Otherwise the match continues.

    – Number of players searching for a competitive match will display number of players compatible with the game type selected by player, for example players searching for “Dust II” will see a number of players searching for “Dust II” + “Defuse Mission”, players searching for “Defuse Mission” will see sum of all players searching for “Defuse Mission” or any specific defuse map, and so on.

    – Estimated wait time for a competitive match now more accurately displays wait time based on the game type selected by player.


    – Added Save/Restore of match state.

    – Added convar ‘mp_backup_round_file [fileprefix]’ — If set then server will save all played rounds information to files with this prefix. Backup file contains players information like KDA, MVPs, cash, kevlar, helmet, defuse kit, weapons and grenades and match score for first and second halves. In a case of a tournament server crash backup file can be loaded using ‘ mp_backup_restore_load_file’. The default is ‘backup’

    – Added convar ‘mp_backup_round_file_last’ — Every time a backup file is written the value of this convar gets updated to hold the name of the backup file.

    -Added concommand ‘mp_backup_restore_list_files [number]’ — Lists recent backup round files matching the prefix, most recent files first, accepts a numeric parameter to limit the number of files displayed (default 5).

    – Added concommand ‘mp_backup_restore_load_file [filename]’ — Loads the specified backup file and applies players information like KDA, MVPs, cash, kevlar, helmet, defuse kit, weapons and grenades; sets the match score for first and second half and starts next round.

    – Added convar ‘mp_backup_round_file_pattern,’ that defines the pattern for naming backup files using tokens. Example: %prefix%_%date%_%time%_%team1%_%team2%_%map%_round%round%_score_%score1%_%score2%.txt. The default pattern results in ‘backup_roundNN.txt’

    – Whitelisted ‘mp_logdetail’ convar.

    – Added convar ‘sv_damage_print_enable’, that determines whether damage given and received is visible in the console after a player is killed.

    – Added ‘cl_bobcycle’ to ‘sv_competitive_minspec’. It’s now restricted to the defauklt 0.98 on servers that have ‘sv_competitive_minspec’ enabled.

    – Made all server cash_ convars notify players when they are changed.

    – Servers running with sv_pausable 1 will now correctly display ‘server paused’ UI element on clients when server is paused using ‘pause’ command.

    – Added mp_spectators_max convar to control how many spectators are allowed in a match.

    – Added convar mp_halftime_pausetimer that will indefinitely pause the halftime timer.

    – Added convar mp_warmup_pausetimer that will pause the warmup period indefinitely. *Warmup periods shorter than 6 seconds cannot be paused.


    – Performance improvements for users running on AMD systems.

    – Fixed a major performance problem for users running Bitdefender antivirus software.

    [ BUG FIXES ]

    – Fixed two crashes that could happen if you were on a team and went to spectator team.

    – Fixed the timer display on the hud still showing even when the bomb was planted.

    – Fixed avatar scaling issues on the spectator hud as well as the issues that would place the player slot avatars offset some distance from where they should be.

    – Made some adjustments to the specttor UI and regular hud to account for hud_scaling set really high.

    Fixed a really bad bug where going from the lobby to a game could prevent players from having input. This would result in not being able to select a team or move around.

    – Changed flashbang visual effect in Spectator mode so that it is updated when the target changes.

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