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CS:S Update-New Maps/Model

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Counter-Strike: Source

 

  • New hostage resuce map cs_compound
  • Added Source version of de_train
  • Upgraded version of the CT player model
  • Location names are shown in radio/team chat, and under the radar
  • Server tickrate can be specified with -tickrate
  • Added radio command aliases
  • Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team useful for humans vs bots)
  • Added new match mode for bot_quota -- If bot_quota_mode = match bot count = (human count) * bot_quota
  • Bots no longer automatically follow humans (bot_auto_follow now defaults to 0)
  • Bots are balanced before humans with mp_autoteambalance
  • Bots can open simple +use doors
  • Bots change their names to match the prefix when bot_prefix changes
  • Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana
  • Bots won't throw grenades if something is blocking their throw
  • Bots are better at only breaking objects that are in their way
  • Fixed bug where a bot occasionally dithered rapidly between two or more targets without firingbot_kick and bot_kill console commands use the bot's base name without the bot_prefix
     
    de_piranesi - bots avoid the breakable crates better.
     
  • A bomb exploding just as the round restarts no longer kills players at the start of the next round
  • Grenades being thrown when the player dies no longer disappear
  • Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality
  • Players arms and hands can be hit by bullets now
  • Target ID font is proportional, and it doesn't resize incorrectly after a resolution change
  • Overviews don't show player locations when mp_fadetoblack is on
  • Players with spaces in their names can be selected in the spectator GUI
  • Observers can change their name at round restart
  • Throwing a grenade right at round restart no longer results in holding a ghost grenade viewmodel at respawn

Source Engine

  • Fixed a bug where snd_mixahead was not working properly. Should fix some sound popping problems for certain sound hardware when running at a low framerate
  • Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware
  • Allow mp3 playback at rates other than 44100Hz. This was requested by the MOD community

Master Server Query Protocol

  • Added a challenge number to A2S_PLAYER and A2S_RULES server queries* setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality
     
  • Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet.

Half_life 2: Deathmatch

  • Fixed model exploit that would allow players to select an invalid player model
  • Added weapon type to server log

we should get these new maps on the rotation, they look awesome :rolleyes: and the new player model is a nice touch...

 

also, what's this whole "you can now hit arms and hands of players"...didn't know you couldn't do that before!

for some strange reason when i connect you the armory server i get a message saying that my train map is different from that the server is running..which i don't get....
Added Source version of de_train

WOOOOOOOOOOOOOOOOOOOT!!! TRAIN!!!! Man I love this map :rolleyes:

 

Players arms and hands can be hit by bullets now

Say goodbye to a lot of chest shots now. Arm and hand models will get in the way.

 

Overviews don't show player locations when mp_fadetoblack is on

This was a much needed fix for CAL matches.

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