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Counter Strike: Global Offensive Thread v2 - OP by KelBlock

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Stick Man:


--- Quote from: Steve5451² on September 14, 2015, 07:42:09 PM ----snip-

looks like a good deal to me

--- End quote ---

Please tell me this is a ruse.

Rigel:


--- Quote from: Stick Man on September 15, 2015, 08:20:33 AM ---Please tell me this is a ruse.

--- End quote ---
The jokes on freeman, steve got a knife from the case.

startacker:

[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_en emies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

[ RENDERING ]
– Fixed improper stencil state in glow pass rendering

[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position

– M4A1-S:
— Reduced price
— Reduced armor entry
— Reduced ROF
— Increased base spread

– Zeus x27
— Reduced price to $100

– Dual Berettas
— Increased armor entry
— Increased range modifier

[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions

[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).

IMAGES:




·:Taboo:·:


--- Quote from: startacker on September 15, 2015, 06:52:04 PM ---ladder climb poses

--- End quote ---
THE FUTURE IS HERE

John Freeman:


--- Quote from: Stick Man on September 15, 2015, 08:20:33 AM ---Please tell me this is a ruse.

--- End quote ---
duh

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