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This week we’re releasing a new player animation system for CS:GO. For a complete list of changes, click here.

The new system modernizes the player’s skeleton and hitboxes to better express at-a-glance exactly what your enemies and teammates are doing. We’ve upgraded all the existing body animations, and added some new ones like visible weapon deploys, bomb defusing, and ladder-climbing.



Upgrading classic maps and adjusting weapon balance are just some of the ways CS:GO is constantly evolving. We expect to continue iterating on animation in future updates, so jump into a game and let us know what you think!


[ 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_enemies 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 penetration
— Reduced ROF
— Increased base spread

– Zeus x27
— Reduced price to $100

– Dual Berettas
— Increased armor penetration
— 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).
Skriven av:Christopher 'Ejziponken' Szabo
Publicerad:2015-09-15 23:13
Senast ändrad:2015-09-16 04:49
Kommentarer:7
Visningar:9141
KOMMENTARER
#1
2015-09-15 23:17
:D
#2
2015-09-15 23:31
alltså – Added new player states including bomb defusal and ladder climb poses
hahahah
#3
2015-09-16 10:20
Dom gjorde M4A1-S billigare i alla fall ^^
#4
2015-09-16 11:40
Blir att byta till m4a4 då
#5
2015-09-16 13:22
Kommer fortsättningsvis hålla mig till M4A1-S.
#6
2015-09-16 20:52
Någon som känt någon skillnad med hitboxen? Har inte haft möjlighet att testa än.
#7
2015-09-17 12:16
#6 imo känns den mysko på 64tick, men spot-on på 128tick.
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