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

