[Map]
Various bug fixes and fine tuning:
inferno
-Improved the visibility of C4 when fountaining down a pack at the B pack point.
-Improved the bounce behavior of throws on the roof and stone models to make them more predictable.
-Removed part of the balcony railing.
-Adjusted the garage door at Pack Point A to improve visibility and collision modeling.
-Fixed a lighting bug in the inferno Workshop map.
-Fixed various minor gaps.
-Collision modeling and movement improvements overall.
overpass
-Removed or fine-tuned models and textures to improve player visibility.
-Adjusted lighting in specific areas to improve player visibility.
-Adjusted thrower collision models in various areas.
nuke
Fixed the collision model for the Iron Plate doorway treads to prevent errant throws from bouncing.
-Fixed the collision model for the Iron Plate’s doorway to Pack Point B to be more accurate.
-Improved player visibility near the B-pack point container.
-Fixed a situation where some players were getting stuck in the garage door of the big barn.
-Removed the dynamic lighting in the Bandit Hall Hut to prevent shadows from giving away the player’s location.
-Fixed various holes throughout the map.
-Collision modeling and movement improvements overall.
Dust2
-Fixed minor cracks in the crate model.
Anubis
-Adjusted the collision modeling of drops near Pack B points to prevent drops from getting stuck.
-Fixed various cases of dropped weapons wearing out the model.
-Fixed various voids and cracks throughout the map.
-Fixed missing collision models on locations where C4 was thrown off the map.
-Cut multiple double-frame spots that can provide players with an unfair advantage.
-Fixed lighting issues near CT birth point waters.
-Improved player visibility in the center.
-Improved the placement of CT team introductions.
-Overall improvements to collision modeling and movement.
Office
-Improved player visibility near the police car at the CT birth point.
-Fixed some gaps that were causing lighting issues.
-Fixed some lighting devices on crates on low settings.
-Disabled vending machines.
-Collision modeling and movement improvements overall.
Vertigo
-Fixed ladders blocking collisions against bullets and projectiles.
-Fixed steel beams with wrong material surface properties.
-Improved collision modeling and movement overall.
Mirage
-Fixed various bullet penetration issues.
-Overall improvements to collision modeling and movement.
Ancient
-Adjusted fog to improve player visibility.
-Fixed minor cracks in the crate model.
-Fixed various holes and cracks throughout the map.
-Adjusted the visibility of the donut area.
-Fixed bullet penetration issues with wooden planks near B-bag points.
-Fixed material properties of the tarp model.
-Overall improvements to collision modeling and movement.
Miscellaneous
-Fixed a situation where weapons would fall out of the map.
-Fixed a bug where incendiary flask solo damage would be incorrectly penalized as team damage
-Improved muzzle fire and high explosive grenade effect performance.
-Made various bug fixes and fine-tuning to weapons and prints.
-Added code to correct packet after packet glitching. These packets were previously shown as missing in the net graph. –
-Fixed a bug where SDR routing transient connections were sometimes selecting the suboptimal route and still selecting that route afterwards.
Leave a Reply