Oh the new update patch notes were posted at like 1 am last night

Source: csgo_servers

Release Notes for 10/2/2014

[ OPERATION BREAKOUT ]


  • Operation Breakout ended and all missions are now expired.
[ MATCHMAKING ]


  • Players on the same LAN as a community game server can now connect to it directly using LAN-internal IP addresses.


    Fixed client connectivity issues to community GOTV relay chains.


    Community servers will now reload the map and game rules when the first player joins after server hibernation.


    Fixed incorrect networking of some values including StatTrak counters from Linux dedicated servers.


    Friends who are trying to join a game invite to an official non-competitive game that is full will receive the corresponding message in main menu.


    Fixed CS:GO match sharing links to work even if the game is already running when they are clicked.


    Friends playing on competitive community servers will now correctly show community status on the in-game friends list.


    Fixed rich presence and join status for friends who are watching Overwatch evidence or demo replays.


    Restored functionality of several menu items in the pause menu.
[ UI ]


  • The "COUNTRY" section in the Buy Menu now shows flag images.


    Renamed MOVEMENT to MOBILITY in the Buy Menu.


    Added the raw movement value to the MOBILITY section in the Buy Menu.
[ GAMEPLAY ]


  • Tagging (movement slowdown when hit) has changed.


    Tagging is now slightly cumulative. Damaging someone in quick succession will apply slightly more tagging and slow them down more (to a point).


    Your currently held weapon now determines how much you are tagged when getting hit. How much you are tagged depends on the weapon's "Mobility" value. The higher the Mobility value, the less you will get tagged when hit.


    Unified tagging values when shooting people in different parts of the body.


    Players now get tagged slightly (based on the weapon they're holding) when they take HE blast damage.


    All weapons have updated tagging values.


    All SMGs now have ~20% more armor penetration.


    Some movement affecting server values have changed (sv_stopspeed increased to 80, sv_accelerate decreased to 5.5, sv_friction increased to 5.2).


    Fixed players getting stopped by teammate's "in flight" grenades.


    Players who are hit by grenades "in flight" that were thrown by the other team now take a small amount of impact damage.


    Slightly increased size and contrast of most impact decals to increase impact readability.


    Impact and blood particle effects have changed slightly to improve impact readability.
[ SDK ]


  • Custom maps can now spawn HE grenade projectiles using class hegrenade_projectile.


    Hammer bug fixes and improvements
-- Fixed a bug where the Model Browser would become unresponsive

-- Removed shortcut key for Radius Culling

-- Extended functionality of Instancing - Collapse. Now allows to collapse recursively or not.

-- Hammer now saves status of Instancing - View Instances

-- Face Edit Sheet:

--- Added buttons to randomize X and Y texture shift

--- Texture scale now supports 3 decimals

--- Texture shift now rolls over from 1024 to -1024

--- Buttons to increase/decrease Texture Scale now increments with .005


  • demoinfogo has been updated. It now parses and dumps out string tables, data/send tables, and PacketEntities.
yay moving doesnt feel like skating anymore
 
Oh the new update patch notes were posted at like 1 am last night

Source: csgo_servers

Release Notes for 10/2/2014

[ OPERATION BREAKOUT ]


  • Operation Breakout ended and all missions are now expired.
[ MATCHMAKING ]


  • Players on the same LAN as a community game server can now connect to it directly using LAN-internal IP addresses.


    Fixed client connectivity issues to community GOTV relay chains.


    Community servers will now reload the map and game rules when the first player joins after server hibernation.


    Fixed incorrect networking of some values including StatTrak counters from Linux dedicated servers.


    Friends who are trying to join a game invite to an official non-competitive game that is full will receive the corresponding message in main menu.


    Fixed CS:GO match sharing links to work even if the game is already running when they are clicked.


    Friends playing on competitive community servers will now correctly show community status on the in-game friends list.


    Fixed rich presence and join status for friends who are watching Overwatch evidence or demo replays.


    Restored functionality of several menu items in the pause menu.
[ UI ]


  • The "COUNTRY" section in the Buy Menu now shows flag images.


    Renamed MOVEMENT to MOBILITY in the Buy Menu.


    Added the raw movement value to the MOBILITY section in the Buy Menu.
[ GAMEPLAY ]


  • Tagging (movement slowdown when hit) has changed.


    Tagging is now slightly cumulative. Damaging someone in quick succession will apply slightly more tagging and slow them down more (to a point).


    Your currently held weapon now determines how much you are tagged when getting hit. How much you are tagged depends on the weapon's "Mobility" value. The higher the Mobility value, the less you will get tagged when hit.


    Unified tagging values when shooting people in different parts of the body.


    Players now get tagged slightly (based on the weapon they're holding) when they take HE blast damage.


    All weapons have updated tagging values.


    All SMGs now have ~20% more armor penetration.


    Some movement affecting server values have changed (sv_stopspeed increased to 80, sv_accelerate decreased to 5.5, sv_friction increased to 5.2).


    Fixed players getting stopped by teammate's "in flight" grenades.


    Players who are hit by grenades "in flight" that were thrown by the other team now take a small amount of impact damage.


    Slightly increased size and contrast of most impact decals to increase impact readability.


    Impact and blood particle effects have changed slightly to improve impact readability.
[ SDK ]


  • Custom maps can now spawn HE grenade projectiles using class hegrenade_projectile.


    Hammer bug fixes and improvements
-- Fixed a bug where the Model Browser would become unresponsive

-- Removed shortcut key for Radius Culling

-- Extended functionality of Instancing - Collapse. Now allows to collapse recursively or not.

-- Hammer now saves status of Instancing - View Instances

-- Face Edit Sheet:

--- Added buttons to randomize X and Y texture shift

--- Texture scale now supports 3 decimals

--- Texture shift now rolls over from 1024 to -1024

--- Buttons to increase/decrease Texture Scale now increments with .005


  • demoinfogo has been updated. It now parses and dumps out string tables, data/send tables, and PacketEntities.
RIP Pro 90 and bizon rounds.
 
A6B753CD3F30ECBD0EFE246D42A2A699D10589A6

we stood their arguing over who would take the disgrace of the bomb
 
ABBB1C628C908D59F5C88F94FFADAF1B1AAAD1E5


So i was awping on stairs on mirage, and a guy knew i was there so he made a smiley face using my first shot on the wall. This game is amazing


Also I'm Master Guardian I now
 
  • Like
Reactions: mohawkg2
A couple people have added me and asked if I was still "boosting." I can't really help them ...

-What is boosting?
-Are my "boosting services," being phantomly marketed some how?
-I have two hours of CS:GO from awhile ago.
 
A couple people have added me and asked if I was still "boosting." I can't really help them ...

-What is boosting?
-Are my "boosting services," being phantomly marketed some how?
-I have two hours of CS:GO from awhile ago.
Boosting is the act of raising one's CS:GO rank for money or other virtual items.
 
Boosting is the act of raising one's CS:GO rank for money or other virtual items.
basically this.

more simply, good players play with you to help you rank up your account. It's stupid and not worth it, because overall you never learn anything.
 
basically this.

more simply, good players play with you to help you rank up your account. It's stupid and not worth it, because overall you never learn anything.
I don't think they play with you, I'm pretty sure they just use your account, I remember my friends vsing a dmg claiming he was boosting.
 
I don't think they play with you, I'm pretty sure they just use your account, I remember my friends vsing a dmg claiming he was boosting.
there's 2 different ways to boost.

One is where they boost you, using your own account, the second is where you pay for them to play with you.

The second is more expensive, but safer. Still the whole boosting thing is dumb. You get to a rank you don't deserve, then derank because you're still bad. You end up losing any investment you put into it, so what's the point?
 
there's 2 different ways to boost.

One is where they boost you, using your own account, the second is where you pay for them to play with you.

The second is more expensive, but safer. Still the whole boosting thing is dumb. You get to a rank you don't deserve, then derank because you're still bad. You end up losing any investment you put into it, so what's the point?
I feel bad when I do bad. Imagine always falling behind from the team, my goodness...
 
Would you guys possibly know why people are randomly adding me to do this "boosting," though?
Hell, I don't even advertise tf2 merchandize, unless I raffle it here.
 
Would you guys possibly know why people are randomly adding me to do this "boosting," though?
Hell, I don't even advertise tf2 merchandize, unless I raffle it here.
they clearly saw your two hours of csgo and thought you were amazing and hoped you'll help them win.