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garus
VIP Member
Posts: 34200
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Posted: Sat, 19th May 2012 14:24 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:33; edited 1 time in total
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Posted: Sat, 19th May 2012 14:50 Post subject: |
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garus wrote: | Schumi2003 wrote: | Anyone knows a website where you can sell a Beta invite?
Cheers. |
You won't make a ton selling it. Everyone has them by now. |
Oh screw your smug ass. I still don't have one -,-
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Posted: Mon, 21st May 2012 16:59 Post subject: |
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OK, I managed to get the game to work.
My impressions thus far:
Weapons feel weak
Graphics are dull and washed out
Hit detection is odd
These are my impressions after playing the game for an hour and ten minutes.
Thankfully I didn't have high expectations going in, nor do I care much for shooters(except for Tribes: Ascend which I still play on occasions).
"I think Call of Duty resonates because it's believable and relatable," Sledgehammer Games cofounder Michael Condrey says.
Believable and relatable...Yep, sounds like Call of Duty
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Dth
Posts: 99
Location: Italy
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xExtreme
Posts: 5810
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
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Posted: Tue, 22nd May 2012 07:59 Post subject: |
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The latest patch
Spoiler: |
Gameplay:
• Updated weapons based on performance metrics:
- Slightly increased the damage for the fiveseven to keep it on par with other pistols.
- Lowered the max width of the recoil patterns for the MG's to make them better for their price point.
- Lowered the spread on the Negev to be more in line with the m249.
• Improvements have been made to burst fire and tapping.
• Added player spawns to all maps to support up to 30 players.
• Player spawns are now randomly selected from a prioritized list of spawn locations in order to better support more players per map.
• Adjusted bot behavior to fix the “antline” looking behavior.
• Added support for server operators to specify tick rate with the –tickrate parameter.
• Physics simulation tick rate now set to be the same as the game tick interval.
• Bullet tracers have had improvements made to speed, visual effect, and frequency.
• Chickens added to Inferno
UI
• The Server Browser sorts Favorites and Lan tabs by ping rather than Tags.
• The radar will no longer display an ‘X’ for dying players when they are not within sight of the player or player’s teammate.
• Weapons with a burst mode will now show which state the gun is in on the ammo panel.
• Input device is now locked to whatever device launched the game session.
• Updated the Kevlar and Kevlar + Helmet buy menu images.
• Updated the Domination icons.
Audio
• Footsteps update position more often by shifting position determination to client side entity tracking.
• Tuned ambient sounds in most maps
Bug Fixes
• Fixed a bug with individual pistol round-based achievements. They can only be earned in Classic game mode now.
• Fix for changing video settings while in game sometimes causing a deadlock.
• Added a popup message triggered when a player attempts to initiate a vote on a server with voting disable.
• Fixed bug where player's nav area would be reported as being on the floor below them causing the radar location to be displayed incorrectly.
• Fixed several UI related crash issues.
• Third party map and _SE map names no longer display in the scoreboard with the #SFUI_MAP_ localization token.
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zipfero
Posts: 8938
Location: White Shaft
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zipfero
Posts: 8938
Location: White Shaft
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Posted: Tue, 22nd May 2012 15:25 Post subject: |
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Okay 18 giveaways entered and lost all of them! Someone please tell me the game sucks to console me. 
1 and 2 are still amazing.
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BonerUK
Posts: 2496
Location: Liverpool UK
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Posted: Tue, 22nd May 2012 15:25 Post subject: |
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BonerUK
Posts: 2496
Location: Liverpool UK
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chiv
Posts: 27530
Location: Behind You...
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Posted: Tue, 22nd May 2012 15:37 Post subject: |
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i assume you have css, yuri? just play that. its better, because it doesnt have a silly radial menu, games are easier to find and get in to, and the servers have many players.
all cs:go really is, is css but with wonkier aiming (last time i played, at least), and prettier visuals that you generally wont notice, because most of the time you're too busy focusing on killing shit.
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Posted: Tue, 22nd May 2012 19:43 Post subject: |
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EyePatchLives wrote: | Should have kept it on consoles.  |
should have kept on pc only 
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WaldoJ
VIP Member
Posts: 32678
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Posted: Tue, 22nd May 2012 19:44 Post subject: |
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I love CS:GO feels more like a derped out TDM, DM... only reasons I play MW3 online now is for a quick violence spree. CS:GO fills that rather well, but MW3 has more depred out ORSOM moments. Maybe once I can play DM in BF3, I'll go back to it. Last I tried I couldn't find it and playing TDM or CONQUEST or RUSH just don't thrill me no more.
Sin317 wrote: | I win, you lose. Or Go fuck yourself. |
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ixigia
[Moderator] Consigliere
Posts: 65088
Location: Italy
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Posted: Tue, 22nd May 2012 19:59 Post subject: |
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I'm enjoying CS:GO too, but it's probably because I'm an amateur who has never played a CS game for more than 20 hours
The hit boxes definitely need to be fixed though. Wasting an entire magazine while aiming at the head and doing 1% of damage can be annoying
edit: and no, it's not because I suck 
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D34Dite
Posts: 1726
Location: Norn Iron, UK
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Posted: Tue, 22nd May 2012 21:13 Post subject: |
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scunnered entering giveaways on steamgifts for this, dying to play it
when there is no more room in hell, the D34D will walk the earth
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sTo0z
[Moderator] Babysitter
Posts: 7449
Location: USA
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Posted: Tue, 22nd May 2012 21:14 Post subject: |
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Fuck, still can't get a key for this!
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Posted: Tue, 22nd May 2012 21:20 Post subject: |
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use my accoutn dear if ur so interested.
This forum deserves a better troll, and I am gonna give it to'em....
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Posted: Mon, 4th Jun 2012 18:58 Post subject: |
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Releasing August 21, price: $15
Quote: | CS: GO DUE AUGUST 21. Next Gen Console, PC, and Mac Details Revealed
June 4, 201 - Valve, creators of best-selling game franchises (such as Counter-Strike, Half-Life, Left 4 Dead, Portal, and Team Fortress) and leading technologies (such as Steam and Source), today announced Counter-Strike: Global Offensive (CS: GO) is targeted for release on August 21, 2012.
To be available via the Playstation Network, Xbox Live Arcade, and Steam (for PC and Mac), CS: GO will expand upon the team-based action gameplay pioneered when Counter-Strike was launched almost 13 years ago (CS beta 1, August 1999).
CS: GO will be sold for approximately $15 on all platforms.
CS: GO features new maps, characters, and weapons and delivers updated versions of the classic CS content (de_dust, etc.). In addition, CS: GO introduces new gameplay modes, matchmaking, leader boards, and more.
Developed by Valve in cooperation with Seattle-based Hidden Path Entertainment, the title will be playable in the Sony and Microsoft booths this week at E3 in Los Angeles, CA.
For more information, please visit http://store.steampowered.com/app/1800/ |
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~
http://www.youtube.com/watch?v=CHTUOgYNRzY
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Posted: Mon, 4th Jun 2012 19:58 Post subject: |
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Hmmm... Played a few rounds of Office a couple of days ago. It's still a bit ropey, but is definitely improved from the previous time I played it. August seems about right. Anyone got any links to recent 1.6 pro feedback? They've hidden the pro feedback forums on the Steam forums, so that it's invite only (or something).
Pixieking
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ASUS P8P67 Evo - Intel i7 3770k - 2X4GB GSkill RipJaws X DDR3 1600 - HIS 7950 IceQ - Creative XtremeMusic Soundcard - NZXT Phantom 530 - Thermaltake Toughpower XT 675 - Win7 x64
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Posted: Mon, 4th Jun 2012 21:16 Post subject: |
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consolitis wrote: | Releasing August 21, price: $15
Quote: | CS: GO DUE AUGUST 21. Next Gen Console, PC, and Mac Details Revealed
June 4, 201 - Valve, creators of best-selling game franchises (such as Counter-Strike, Half-Life, Left 4 Dead, Portal, and Team Fortress) and leading technologies (such as Steam and Source), today announced Counter-Strike: Global Offensive (CS: GO) is targeted for release on August 21, 2012.
To be available via the Playstation Network, Xbox Live Arcade, and Steam (for PC and Mac), CS: GO will expand upon the team-based action gameplay pioneered when Counter-Strike was launched almost 13 years ago (CS beta 1, August 1999).
CS: GO will be sold for approximately $15 on all platforms.
CS: GO features new maps, characters, and weapons and delivers updated versions of the classic CS content (de_dust, etc.). In addition, CS: GO introduces new gameplay modes, matchmaking, leader boards, and more.
Developed by Valve in cooperation with Seattle-based Hidden Path Entertainment, the title will be playable in the Sony and Microsoft booths this week at E3 in Los Angeles, CA.
For more information, please visit http://store.steampowered.com/app/1800/ |
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And some people paid 100$ or 3xAAA games for beta 
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ixigia
[Moderator] Consigliere
Posts: 65088
Location: Italy
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Posted: Mon, 4th Jun 2012 21:18 Post subject: |
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15$ is a fair price, too bad it will be 15€ for us, the Eurostepsons 
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Posted: Tue, 12th Jun 2012 23:37 Post subject: |
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update
Spoiler: | Gameplay
• Bot difficulty has been adjusted. They should be a bit easier now.
Dedicated Servers:
• Added support for overriding values in gamemodes.txt via gamemodes_server.txt
- See csgo/gamemodes_server.txt.example for instructions on how to modify it and define your own map groups.
• Added support for map sidecar files, which allow mappers to distribute map-specific gamemodes.txt variables in a separate file.
- See csgo/maps/de_dust_se.kv as an example.
• Fixed mp_timelimit not working properly when mp_maxrounds was set to 0.
UI
• net_graph has several changes that will allow players to better see values they (or the server operator) have configured incorrectly.
- The most important difference is that the game tick rate is now shown in the bottom left, which is where “sv:” (server fps) used to be. Server fps is not really a useful metric for players except when it is below the tick rate (indicating the server is overloaded). Server FPS above the tick rate is meaningless.
- The cl_updaterate and cl_cmdrate rate are now labeled as “up:” and “cmd:”, respectively. There is now color coding added to some of the values to indicate out of band values. If cmdrate or updaterate are set above the tick rate (requires a server operator to override the sv_maxcmdrate and sv_maxupdaterate), these values are shown in red. For optimal play experience, these values should match the server tick rate, which is the default behavior unless a server operator has overridden convars.
- Fixed formatting so that the right aligned values are correctly aligned and text doesn’t shift and jump as displayed values change.
• A banner element has been added to the Match Scoreboard to better convey Win, Lose, and Draw match results.
• Hint text has been added to the bottom of the Loading screen.
• Updated the Armor icon next to the Armor meter to include the Helmet when purchased.
• Updated the dominated/dominating/revenge icons for freeze panel, mini-scoreboard, and death notices.
• Updates to the Arms Race UI:
- Now when someone reaches the Gold Knife level, the HUD shows a message in the chat text, displays an alert, and plays a sound effect.
- The scoreboard now displays the winner of the Arms Race match.
- The Arms Race weapon progression HUD element in the lower right now properly displays the data for the person you are spectating.
• In Casual and Competitive modes, the weapon inventory in the lower right of the HUD displays the spectated player’s information now.
• Voting UI updates:
- Fixed the panel going away right after you cast a vote or saw a vote be cast as a client.
- The vote panel has been made smaller and positioned so it doesn't cover other UI elements.
- After you cast a vote, the game no longer shows the text instructing you to press F1/F2 to vote.
- The Vote to Surrender option has been removed. Voting to Restart serves the same purpose.
- When an attempt to vote fails because it had already failed recently, the error message is now more descriptive about what's going on.
- If a player casts a vote when another vote is already in progress, they get a message letting them know.
- If there are no players or maps that can be voted on when you try to cast a vote, those categories are disabled in the UI.
- The vote panel now animates.
- Added the proper sounds to the voting events.
- A fix was made to a vote you cast in a single player game automatically failing.
- Fixed the map you are currently playing displaying in the vote UI as "undefined".
- Updated the size, look and translucency of the vote panel.
- Added the ability to change the next map in the map list which overrides the next map in the mapgroup.
- Changed the text, "Restart the map?" to "Restart the match?"
- Voting for the same map you are playing as the next map will extend it and just restart the map instead of loading.
- Fixed voting panel displaying during the freeze cam screenshot.
- Fixed votes for a certain category failing if they had failed previously but had a different subcategory (for example, a vote failed for kicking player A wouldn't let anyone vote to kick player B)
• Added a slider to the options menus that allow user to see and edit the numeric value directly.
• Removed the Random mapgroup choice from multiplayer Find a Game screen.
• Various improvements have been made to the loading screen to improve the layout.
• Changed the default bot difficulty option in the Offline with Bots screen to be "Easy" instead of "No Bots".
Maps
• Shoots
- Fixed some vphysics console error spew by turning off collision on static props that don't have or don't need collision.
• Baggage
- Moved some fill lights out a bit from the wall to reduce highlight intensity.
- Fixed some prop fading glitches.
• Dust
- Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
- Set static props with no physics hull to non-solid.
• Dust 2
- Added clip brush to a crate at B that fixes an issue with the player getting stuck and dying.
- Fixed the misaligned Humvee windows near CT spawn.
• Inferno
- Adjusted the Buy Zone edges to make sure all of the spawn points are completely inside the zones now.
- Fixed some red console spew with static props without physics.
• Train
- Fixed a spawn point at T spawn that was intersecting a pillar.
• Lake
- Fixed a number of lighting issues.
• Office
- Fixed an error message regarding the slide show projection.
• Safehouse
- Fixed hard to see into entry way from back porch on the T side.
- The bush prop is now placed against the wall on the T side of the house.
- Fixed a hole that went through to the skybox creating a bright blue spot under the CT side porch next to the stairs.
• St Marc
- Removed certain phys props.
- Fixed a number of bad fade distances for cover props.
- Turned some phys props to static props.
- Fixed some bad fades on overlays.
- Fixed z-fighting in fence.
• Nuke
- Moved the forklift and added clip brushes to prevent collision issues.
- Added clips to the blue beams in lobby room.
• Sugarcane
- Turned a number of phys props to static.
- Deleted certain phys props.
- Fixed a few bad fade distances.
Audio
• Fix for the ding sound not playing consistently when a new weapon is earned in Arms Race.
• Updated the bomb planting sounds.
• Updated the helmet hit sounds.
• Adjusted hostage pain reaction voice overs.
Effects
• Some minor optimizations to the explosion effects that may help sorting a little bit.
• A few more minor optimizations for the explosions.
Bug Fixes
• Fixed a bug in initializing a dedicated server.
• Fixed a bug with the ‘Expert Marksman’ achievement.
• Fixed the ‘Primer’ achievement not awarding properly.
• Adjusted the weapon achievements award criteria to more suitable kill counts.
• Changed Game Mode based achievement restrictions. All achievements can now be earned in Arms Race game mode and Arms Race-specific achievements are restricted in other game modes.
• Fixed ‘Cold War’ achievement only being awarded to the Terrorist team.
• Fixed ‘Wild Gooseman’ Chase achievement.
• Fixed incorrect description for ‘Street Fighter’ achievement.
• Fixed ‘Dead Shepherd’ achievement not getting awarded.
• Fix for spectating your killer by default after freezecam/deathcam – camera will now follow a controllable bot first if applicable.
• Fixed 'Magic Bullet' achievement.
• Felicitous Fun Fact Fixes
- Fixed "A former player" shown occasionally.
- Adjusted requirements for many fun facts so they no longer show when inappropriate (e.g. "most kills with 1 kills")
- Tweaked parameters in order to provide more interesting funfacts.
- Require team elimination for fun facts mentioning eliminating the enemy team.
• Fixed a case where a bot damages a victim and then a player takes over that bot and kills the victim and the death message shows the bot controlling player as the assister and the killer.
• Fix for the hitch just before the Gold Knife kill in Arms Race matches.
• Removed the display of the crosshair when the C4 is equipped.
• Fixed error in grenade throw angle calculation.
• Fixed main menu medals disappearing after returning to menu from a game.
• Fix for losing mouse cursor after joining a game with Community server browser.
• Fixed crashes/errors related to more than 10 players.
• Fixed a bug where the taser had no reticule.
• Fixed a rare crash in the weapon selection UI.
• Fixed some weapons in the UI not showing properly when you were the first player to join a server and it immediately restarted.
• Fixed not being able to pick up the C4 if you have a grenade in your inventory.
• Fix for the defuse kit icon displaying on the HUD of a T.
• Fixed the Warmup panel showing ‘%s1’ at the start of a match.
• Fixed medal ranks on the scoreboard not going away in a player slot when that bot or player has left the game.
• Fixed the "next weapon" element showing if you were spectating at the end of a round in a non-Arms Race match. |
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D34Dite
Posts: 1726
Location: Norn Iron, UK
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Posted: Tue, 12th Jun 2012 23:39 Post subject: |
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any keys going spare.....anyone....anyone..?
when there is no more room in hell, the D34D will walk the earth
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