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thecrazy

[Pach] Csgo 16/09/2015

Question

VALVe acaba de anunciar uma atualização que mexe com todas as animações do CS:GO, incluindo uma melhoria nas hitboxes e muito mais!

 

82afebf711fc24da627e0b6f18a7904f.png

 

E finalmente, Valve atende o pedido mais antigo e gritado pela comunidade do CS: uma grande melhoria nas hitboxes do jogo (sistema de detecção dos tiros no jogador). Esse novo sistema moderniza o esqueleto do jogador por completo, junto com as hitboxes aprimoradas, para mostrar o que exatamente seus inimigos e seus companheiros de equipe estão fazendo de um modo mais “realista” em geral.

 

Na atualização, houve um adicional além de novas animações dos jogadores, como por exemplo: novo sistema de desaparecer a arma do inimigo através das paredes e portas do mapa, nova animação na hora de desarmar a C4 e uma animação para subir escadas. Entretanto, ocorreram nerfs e buffs de algumas armas: M4A1-S é uma delas, que levou uma redução de preço, redução de penetração da bala e entre outros.

 

3c11fbebbd11db536acc99fcadd5bd3f.png

 

 

As novas animações já podem ser percebidas durante o jogo: no andamento, atirando, defusando a bomba, trocando de armas, correndo, pulos e uma reconstrução da ‘ragdoll’. Junto com as hitboxes novas, que você deve sentir uma “facilidade” de acertar o inimigo sem problema e sem “mentiras”.

 

Sobre as armas, ZEUS teve seu preço reduzido para 100$; Dual Berettas teve sua penetração de bala aumentado junto com seu “range modifier”.

 

Releases Notes:

[ 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).

Retirado de:

http://gameofficenetwork.com/2015/09/15/csgo-com-novas-animacoes/

http://blog.counter-strike.net/index.php/2015/09/12496/

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7 answers to this question

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Hitbox fixed = hitbox mais pequena.. xD

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antiblock
Elveron
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R.I.P M4A1

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Obrigado pela partilha, curtido! :D 

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12027636_922749234459828_722478865178055

 

Era tão awesome defusar sem as mãos kek

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era uma cena do jogo mesmo xD como as portas de madeira bem mas os tempos vao mudando tem que se evoluir :/ mas defuse sem maus era mt importante xD parecia um bruxo a controlar a bomba

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Para dar continuaçao ao post do Urso ca vai uma serie dos ultimos updates

 

[ CSGO ]
– Added the Shadow Case, featuring 16 community designs, with a chance to contain the all-new Shadow Daggers.

[ GAMEPLAY ]
– Zeus can only be purchased once per round and cannot be dropped.
– Players can now only purchase five of any weapon per round (controlled with mp_weapons_allow_typecount).

[ ANIMATION ]
– Improved animation performance for certain hardware configurations.
– Fixed Molotov holding pose.
– Fixed incorrect foot position for pistol deploys.
– Reduced cycle rates for ladder animations at top speed.
– Small increase to crouchwalk cycle rates, footfall fixes.
– Adjusted blend on C4 plant animation.
– Adjusted defuser cable thickness.
– Fixed defuser cables not disconnecting from the defusing CT player.
– Adjusted crouch animation rise and fall speed.

[ MISC ]
– Fixed some improper inventory icon camera positions.
– Fixed flickering shadows associated with dynamic player culling.
– Fixed cases where culling plane intersected or completely covered players.

[ MAPS ]
– Updated Cache to the latest version.

------

As adagas e msm de rir que raio de facas foram implementar 

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