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Patch 20280

Added

  • New gameserver backend (first release, open source). It is able to collect game statistics. A player toplist will be live soon™. If you want to use it for your servers contact us on discord.

Changed

  • 3% wider player models to increase hit surface in general
  • Increase size of hit collision primitives, add additional colliders for head, body & legs (comparison to the old version on the bottom of this article)
  • Weapon rebalancing for bigger hit primitives: Increase aim error (about 8%), damage & add more damage falloff for SMGs & shotguns. We appreciate feedback on the changes!
  • UMP receives a laser which improves the aimerror by 6%
  • Edit spray pattern of full auto weapons to fit the new hit primitives better
  • Increase player acceleration for more responsiveness
  • Increase recoil strength (interpolation velocity)
  • Use resonance HRTF by default
  • Dead pawns are ignored by weapons
  • Exchange bullet tracer fx (Spawned for every shot on high++ effect settings, feel free to give feedback, maybe it makes more sense to just spawn on every 2. or 3. shot)
  • Reduce particle amount smoke (does this reduce load on slower systems?)
  • Increase blood spawn rate (damaged player)
  • 18->22% spray pattern random deviation
  • Increase bloody screen feedback
  • Refactor recoil recovery (only applied when player stops shooting or weapon empty)
  • Simple message buffering for announce widget

Fixed

  • Blood blocking hacking panel / bomb defuse
  • Infinite clip drop when replacing weapon while reloading
  • Scope toggle on any weapon possible if spammed during replication
  • 3d marker should disappear after hacked
  • Admin pause stopped in pre round
  • Bomb planted on pawn

MAP-Eviction

  • Complete rework added to the map list
  • Needs testing of trickjumps / getting out of the map / getting stuck / etc.
  • Need to check balancing in the map, chokepoints, OverPowered positions, etc
  • NOTE: FPS might be a thing in this map, since there has not been a great optimization yet

MAP-Scope

  • Reduced wind effect on Middle of the map (0,95 > 0,75)
  • Reduced sound effect on lamps middle of the map (0,7 > 0,55)
  • Fixed broken foliage all around the map (material was missing)
  • Fixed missing metal impact effect on roof Baracks A
  • Resculpt the landscape around the roads (had some gaps underneath)
  • Fixed the lighting and shadows (did a high quality build this time, apologies)
  • Fixed the strange shadow caused by the fences near A mountain (Remus)
  • Redid some material work on the main buildings (still need to redo building A and B)
  • Reduced the shadow / lighting quality on some of the new foliage (gives better performance)

MAP-Blister

  • Blocked the camping position above the doorframes in the sniperlane building, terrorist side (Riax)
  • Gave the crates some more height for better cover (middle tunnel area, towards low. The crate on lower bombspot, The crate overlooking sniper house) (tajfun)
  • Blocked the balcony above the hallway from middle to high. You could trick-nade-jump there (tajfun)
  • Blocked the clothing/curtain rail in SF spawn building (pLum0)
  • Blocked the doorframe in the middle house, in front of SF base, where you could jump on (and camp (kummelmuck)
  • Repositioned the metal door on lower hallway, the lock was sticking through the door frame (Autix)
  • Repositioned the concrete doorframe that was flying around (oops), in front of Terrorist base (Autix)
  • Blocked trickjumps in terrorist base (autix / cckane)
  • Fixed Kummelmuck's gracious 57 (!!) visual errors / miss-alignments / OCD-triggering stuff

MAP-Trainyard

  • Fixed the missing impact effects on the blue metal fences (Autix)
  • Fixed the strange lighting due to faulty roof on warehouse B (Autix)
  • Added extra light to dark corners (especially in warehouse B) (kummelmuck)
  • Redid collision on the office plants, now you cant trickjump on them (removed the plant in middle stairwell) (kummelmuck)
  • Blocked the trickjump in the office near terrorist side (you could sneak up the closet and camp) (kummelmuck)
  • Redid entire outside lighting + skybox - less brightness, easier on the eyes (kummelmuck / remus)
  • Fix nade bouncing sound not being played

MAP-Fueled

  • Reduced the brightness of the sky (2,5 > 2,0)
  • Blocked shooting under the white truck (except for a very small hole) in middle (wingah)
  • Fixed / changed / repositioned (58) number of visual errors in the map (foliage / mesh placement / etc) by kummelmuck

MAP-TrooperII

  • New look
  • Boxes 1.5 size (tajfuN)
  • Nade bug on tunnel (cckane)

MAP-Drought

  • Fixed wood material
  • Added light to the shadows

MAP-Arena-preAIM

  • Boosted general lighting in the pos process volume (1.0 > 1.2) and reduced contrast on both general as shadows (0.95 > 0.85). Increased the skylight (1.0 > 1.2)
  • Added very soft lights on specific corners, hallways, etc. mentioned where the SF skin is hard to spot (kummelmuck / tajfun)

MAP-Arena-LockDown

  • Added slight ambient dust to the map here and there (test)
  • Reduced general fog setting in the map (density 0,1 > 0,05)
  • Reduced skybox brightness (1,5 > 0,7)

MAP-Arena-KillThemAll

  • Removed the ceiling

Hit primitives


Old hit collision primitives


New hit collision primitives

Weapon rebalancing

Aim error




TTK