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CS:GO PRERELEASE update for 9/9/16 (1.35.4.7rc)
1
#1
Patch Notes
0 Frags +

Via the CS:GO blog:

ValveThe following changes are in the “1.35.4.7rc” CS:GO Beta depot.
[Gameplay]
– The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
– When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
– If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
– Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
– The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
– First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
– Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
[Misc]
– Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
– Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.

Rumor has it:

- This prerelease update is a historic first for CS:GO, as it appears Valve has listened to those that want a beta branch in some form

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.35.4.7rc"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "+app_update 740 -beta 1.35.4.7rc" in SteamCMD

- SteamDB GameTracking services will be completely unavailable as it only keeps eyes on the public branch - be aware

- Size is ~15 MB

Via [url=http://blog.counter-strike.net/index.php/2016/09/15820/]the CS:GO blog[/url]:

[quote=Valve]The following changes are in the “1.35.4.7rc” CS:GO Beta depot.
[Gameplay]
– The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
– When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
– If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
– Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
– The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
– First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
– Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
[Misc]
– Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
– Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.[/quote]

Rumor has it:

- This prerelease update is a historic first for CS:GO, as it appears Valve has listened to those that want a beta branch in some form

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.35.4.7rc"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "+app_update 740 -beta 1.35.4.7rc" in SteamCMD

- SteamDB GameTracking services will be completely unavailable as it only keeps eyes on the public branch - be aware

- Size is ~15 MB
2
#2
2 Frags +

god bless valve listening???

god bless valve listening???
3
#3
0 Frags +
fade-god bless valve listening???

It had to happen eventually

[quote=fade-]god bless valve listening???[/quote]
It had to happen eventually
4
#4
0 Frags +

 

 
5
#5
0 Frags +

ok, so this update seems to fix the landing issue where the head ducks way lower than the first person camera as well as the /u/spurks issue where head hitboxes dont line up properly unless the leg models move to reset the hitbox

ok, so this update seems to fix the landing issue where the head ducks way lower than the first person camera as well as the /u/spurks issue where head hitboxes dont line up properly unless the leg models move to reset the hitbox
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