muss fast mal wieder zocken, hört sich ja net schlecht an :)
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css beta update thread
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"episches game" hahainVerse postete
aber geil auf jedenfall.
jetzt noch müll von den maps runter. Bischen Größere Maps oder kleinere Models.Maps generell weniger verwinkeln, am besten csp maps.
Fastzoom Awp
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dann episches game
movement leider immernoch scheisse, aber sie sind auf einem ordentlichen weg
warum merken die eigentlich jetzt erst warum css net so toll war ?? warum kommen die updates 20 jahre später ? klärt mich mal auf
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bambambigalow postete
"episches game" hahainVerse postete
aber geil auf jedenfall.
jetzt noch müll von den maps runter. Bischen Größere Maps oder kleinere Models.Maps generell weniger verwinkeln, am besten csp maps.
Fastzoom Awp
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dann episches game
movement leider immernoch scheisse, aber sie sind auf einem ordentlichen weg
warum merken die eigentlich jetzt erst warum css net so toll war ?? warum kommen die updates 20 jahre später ? klärt mich mal auf
man munkelt Valve hatte kein Geld
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de_inferno
The next version will contain these fixes:
A.4) Arch side pillars have no physical existence (submitted by rowan[G], GunGravE & Hector El Fathe, partially fixed in the 8/24 update)
A.7) Sandbags Cracks (submitted by xyt89)
A.8) Boost on the orange car (Mid/Banana) (submitted by GunGravE & Azee-)
A.9) See enemy through crates and fountain using radar (submitted by RegnaM)
B.1) Grenades through the gate (submitted by sWiSs)
B.2) Non-solid small columns (submitted by sWiSs)
B.3) Invisible metal walls near bombsite B (submitted by xyt89)
B.4) Non-solid small columns - The return (submitted by RegnaM)
B.5) Fences blocking nades (submitted by pran)
C.1) Invisible wall against this door (Bombsite B) (submitted by sWiSs)
C.2) Invisible wall on this little roof (submitted by sWiSs)
C.3) Invisible wall on this little window (submitted by sWiSs)
C.5) Invisible ramp on the bottom of banana (submitted by sciss0rz)
C.8) Invisible walls preventing you to jump in the hole (submitted by ub1que & rowan[G])
C.9) Skybox too low (submitted by ub1que & pran)
C.13) Cannot jump on this door (submitted by xyt89)
C.14) Invisible wall against this door (Bombsite A) (submitted by xyt89)
C.15) Invisible wall over this pile of wood (submitted by sWiSs)
C.16) Cannot jump on these columns (hole B) (submitted by RegnaM)
C.17) Invisible wall around the plants (submitted by iNNATE, added by the 8/23 update)
D.1) Invisible edge of the door (submitted by sWiSs)
D.2) Bombsite A : Inside the frame (submitted by sWiSs, fixed in the 8/24 update against my will)
D.3) Bombsite B : Inside the frame (submitted by sWiSs, fixed in the 8/24 update against my will)
D.4) Tree (banana) (submitted by sWiSs, fixed in the 8/24 update against my will)
D.5) Tree (CT spawn) (submitted by sWiSs, fixed in the 8/24 update against my will)
D.6) Tree (Near A) (submitted by sWiSs, fixed in the 8/24 update against my will)
D.10) Arch (Near B) (submitted by sWiSs, fixed in the 8/24 update against my will)
D.16) Second tree (T spawn) (submitted by GunGravE)
D.29) Climb on these columns (submitted by sWiSs, added in the 8/23 update)
D.30) You can leave the map from T spawn (submitted by Hagn, added in the 8/23 update)
D.31) You can climb on this roof, small mid (submitted by sWiSs)
E.2) Hole in the ground (submitted by ub1que)
E.4) 2 cracks in the wall + 1 roof going through a wall (submitted by xyt89)
E.5) Crack next to the door (Ruins/CT Spawn) (submitted by Azee-)
F.2) This ladder has no physical existence (submitted by GunGravE)
F.3) Glitchy balconies (submitted by GunGravE and ub1que, one has been fixed in the 8/23 update)
F.4) This rooms makes the game lag on HE explosion (submitted by ub1que)
G.1) Remove the door, middle (suggested by xyt89)
G.5) Let us hide against this gate (A) (suggested by RegnaM)
G.6) Bombsite A is too "clear", make it better (suggested by RegnaM)
G.8) Too many things on bombsite B (suggested by RegnaM)
Cheers and thanks!
http://forums.steampowered.com/forums/showthread.php?t=1406537
hier kann man auchmal sehen was sie vor kurzem alles auf d2 gefixt haben
http://www.youtube.com/watch?v=smNrCRdC3jg&feature=related
aber seit 17Aug ist schon wieder viel passiert auf den maps/ in dem spiel
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Coro
ganz ehrlich, was für probleme habt ihr alle mit dem zeug das da rumliegt?Lorenor Zorro postete
kuuhl!
jetzt nur noch diese ganze müll aus dust2 entfernen dann passts!
ich bin da noch nie dran hängen geblieben und optisch stört es auch nich. und wenn mal n fass im weg steht/liegt, dann rollt man es schnell weg oder springt drüber -.-
kA was hier für movementspaten rumlaufen.
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Counter-Strike: Source Beta
* Fixed a bug where the player crouching/standing animations were delayed until after (from the player's local viewpoint).
* Changed the way that scope zooming works so that it is no longer affected by client-server latency, and zooming begins immediately for the local player. This fixes an issue that would give an advantage to lower ping players and penalize higher ping players.
* Fixed animation problem caused by aborting bomb plant by switching weapons (crab walk).
* Crosshairs now have customizable size, thickness, and color:
* cl_crosshairsize specifies the size of the crosshair in pixels at 640x480 resolution
* cl_crosshairthickness specifies the thickness of the crosshair in pixels at 640x480 resolution
* The crosshair now scales proportionately for all screen resolutions. This replaces the old scaling behavior, and the cvar cl_crosshairscale is no longer used. Players can revert to old crosshair behavior by setting cl_legacy_crosshair_scale to 1.
* Setting cl_crosshaircolor to 5 enables the use of custom crosshair colors, specified by cvars cl_crosshaircolor_r, cl_crosshaircolor_g, and cl_crosshaircolor_b.
* The default of cl_crosshairuseapha has been changed to 1. Alpha blending makes the crosshair much more visible on new HDR maps, and it is recommended that existing players enable this setting manually or through the options interface (Multiplayer->Crosshair appearance->Translucent).
* Cvar cl_legacy_crosshair has been renamed to cl_legacy_crosshair_recoil for consistency.
* Fixed inverted translucency preview on crosshair configuration panel.
* Removed the ability for players to temporarily stand on and jump from thrown grenades and jumping players. Legacy behavior can be enabled by setting sv_enableboost to 1.
* Fixed issue with players stacking on ladders. Players are no longer prevented from moving off a ladder when they are in contact with a player beneath them.
* Fixed UI issue causing Steam dialog boxes to be unreadable over certain backgrounds.
* Fixed a bug which allowed players to move the bomb with +use when sv_turbophysics was enabled.
* Fixed a bug that caused crosshair to expand when attempting to fire an empty gun or when holding trigger on pistols.
* Players are no longer kicked for team killing during mp_spawnprotectiontime if mp_autokick is not enabled.
* Fixed a bug which caused incorrect FoV on zoomed sniper rifles after reload.
* Fixed FoV on wide-screen display modes.
* Fixed a bug which caused incorrect zoom for a spectator watching a player with a sniper rifle.
* Fixed a crash that could occur if a player disconnected shortly after attacking a bot.
* Bomb icon now has priority over dominated/dominating icon on scoreboard.
* Deathcam now allows a short period of camera movement (matching pre-OB behavior) when a player dies.
* Bots now use distinct Terrorist and Counter-Terrorist icons on the scoreboard, voice indicators, end of match, and freeze panel.
* The round clock on the spectator UI is now replaced with a bomb icon after the C4 has been planted.
* Fixed a bug which caused models to occasionally appear non-animating when cl_minmodels and low violence mode were both enabled.
* Fixed the Buy Menu not taking into account the discounted price for Kevlar + Helmet if you already have Kevlar (not damaged) or a Helmet.
* Fixed cases where flashbang was not visible but still blinded the player.
* Reduced blindness amount when looking away from a flashbang.
* Made smoke grenades block flashbangs.
* Changed the way ammo purchasing works. Details are here: http://forums.steampowered.com/forum....php?t=1406537
* Made another pass on fixing bugs and exploits in de_inferno. Details are here: http://forums.steampowered.com/forum....php?t=1428239
* Added a checkbox to the Options->Audio dialog to control muting the audio when the game window is in the background.
* Fixed crash in custom maps using the trigger_camera entity.
* Fixed a crash that could occur if a player disconnected shortly after attacking a bot
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