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