Counter-Strike: Global Offensive Update Released 8/22/13

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Counter-Strike: Global Offensive Update Released 8/22/13

Post by IcEWoLF »

Looks like this may be another big update...
Release Notes for 8/21/2013

[GAMEPLAY]
- SSG08:
-- Reduced price from 2500 to 2000.
-- Reduced standing and crouching accuracy recovery times.
- Reduced Molotov price from 500 to 400.
- Reduced Incendiary Grenade price from 850 to 600.
- Reduced Glock damage from 33 to 28.
- Fixed bug that NiP discovered where the aimpunch experienced when compensating for recoil was incorrect.
- Third person silenced muzzleflash light brightness is no longer a portion of unsilenced brightness, instead it is now completely removed.
- Chickens are no longer scared when moving silently near them or shooting near them with silenced weapons.
- Fixed a bug where removing/adding a silencer would also drop a magazine on the ground.


[MAPS]
- Fixed map placed weapons not working properly.

Aztec:
--New connector between A and B bombsites.
--More cover in underpass.
--More cover in overpass.
--More cover at bombsite A.
--Changed cover at CT side of bridge.
--Removed railings on bridge.
--Added player collision inside large vegetation models.
--Removed collision on some props.
--Clipped stairs.
--Reduced fog.
--Reduced noise in textures.

Train:
--Tweaked shower room.
--Moved ladders to ends of traincars.
--Made T entrance into bombsite A wider.
--Reduced size of CT sniper position.
--Removed some cover from CT sniper position.
--Blocked visibility under electrical box at bombsite A.
--Blocked visibility through yellow barrels at bombsite A.
--Brightened textures near bombsite A.
--Removed some wires at bombsite A.
--Blocked visibility under traincars.
--Rearranged trains at bombsite B.
--Widened back of bombsite B, T side.
--Replaced cover at back of bombsite B, T side.
--Clipped stairs.
--Optimizations.
--Fixed radar naming.
--Blocked visibility through concrete bags near Ivy.
--Brightened door near Ivy.
--Removed railing at top of ladder.
--Brightened environment light.
--Reduced fog.

Inferno:
--Fixed missing collision in an area in mid.
--Made railing at back of bombsite A easier to see through.
--Widened doors in construction.
--Reduced wall penetration in construction.
--Removed wall supports in apartments hallway.
--Increased C4 explosion radius to make it consistent with other maps.

Nuke:
--Fixed a bug in ramp room.
--Widened door in rafters.
--Fixed some radar naming bugs.
--Increased C4 explosion radius to make it consistent with other maps.

Mirage:
--Added more light to CT window into bombsite B.
--Fixed some graphical bugs.
--Removed small trashbags that could be mistaken for players.

Dust2:
--Made it easier to spot enemies at back of long A, CT side.
--Removed center scaffolding in tunnels.

[UI]
- Added warning message for when there is a new update available.
- Fixed Main Menu for 21x9 monitors.
- Weapon Case Unlock Animation:
-- Fixed animation stopping on an item when the connection to the item server is actually unresponsive.
-- Fixed animation not closing if error dialog occurs.
-- Fixed animation restarting if space bar was pressed.
- In-game previews of StatTrak™ weapons and unusual knives now correctly display those attributes in the name.
- Weapon target ID text now colors the weapon the color of its rarity.
- Fixed StatTrak HUD element for knives hiding.
- Fixed Tooltip backgrounds disappearing when browsing Workshop maps.
- Fixed Matchmaking 'ACCEPT' button not reappearing after you accept a match and not everyone accepts.
- Fixed spectator player panels were showing up when they shouldn't be (wrong team, wrong mode, etc).
- Fixed the spectator panel not using the new knife icons properly.
- Moved the “flashed” icon from the center of the screen, made it more subtle and added fringe fades for when your target is flashed when connected via GOTV.
- Fixed Rescue Kit displaying as Defuse Kit in hostage maps.
- Fixed pause menu missing entries.
- Fixed item drops displaying for 'Unknown' players.
- Fixed formatting of AWP kill award text in Classic Competitive.
- Teammate’s names now always show overhead during freeze time.
- Additional work on inventory, addressing edge cases where HUD positions would not update properly after a weapon had been added or removed.

[MISC]
- Added "Five Year Veteran Coin" awarded to players who were a member of the Counter-Strike community for over 5 years.
- Fixed Overwatch not displaying new cases after viewing one case.
- Fixed extended delay in the end of Classic Competitive games that had GOTV spectators.
- While watching matches in GOTV, the Autodirector is paused, not deactivated, if the spectator follows a specific player.
- Added weapon_m4a1_silencer and weapon_usp_silencer FGD entries for map makers.
- Fixed several exploits affecting dedicated servers.
- Added a server convar sv_quota_stringcmdspersecond to allow rate-limiting client string commands.
- Reduced memory usage on dedicated server.
- Fixed weapon switch and knife swing animations being choppy at low ping.
- Stability fixes in shaders
- Identified a memory allocation bug involving nVidia Geforce Drivers version 320.49 or earlier. We suggest that you update to the latest beta driver version 326.80.
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

Bunch of small fixes really. My server updated before I knew about it :P
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

NVM:
MasterRequestRestart
Your server is out of date. Please update and restart.
MasterRequestRestart
Your server is out of date. Please update and restart.
MasterRequestRestart
Your server is out of date. Please update and restart.
MasterRequestRestart
Your server is out of date. Please update and restart.
MasterRequestRestart
Your server is out of date. Please update and restart.
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by IcEWoLF »

NFo taking a bit longer to update. :/
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

Yeah my first time waiting for a cs:go update :P
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by IcEWoLF »

Last update was big, it updated it fairly fast, today has been a little slow, I'd think todays update may be smaller than the last one.

I know unmanaged servers are up and good to go since they don't have to wait for NFo to update it for them.
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

Yeah I was reading about valves steampipe conversion and how it *should* make updating servers faster because of smaller downloads, however with NFO's system I think it makes it take the same time if not longer than normal servers now :(
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by IcEWoLF »

Opened a ticket and this is the reason of the delay:
The reason for the slight delay is that both updates were rolled out shortly after one another. The first update was quite large (2.5GB uncompressed) and needed to be rolled out to all servers before the hotfix could be released. Had we released the hotfix at the same time, some servers would have received the updates out of order which would cause problems. We'll have all servers completely up to date shortly.
Still an hour and half later, I'd expect this to be faster...
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

Good to know, wish you didn't have to ticket it to find out tho :/
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by IcEWoLF »

I guess NFo retriggered the update.

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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

Yeah im watching my bandwidth graph atm, 6Mb/s :P
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by Edge100x »

Both updates today, including the "hotfix" (which you'd imagine would be small) were very large (2 GB+). The first update had to completely finish rolling out in order for us to be able to apply the second one. This led to an additional delay.

On top of this, Valve did not announce the second update through Steam news or hlds_announce, so it had to be triggered manually.

We stay on top of these and they are applied as quickly as possible. Forum posts and support requests won't speed up the process.

I would love it if Valve didn't make these quite so large.
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

No worries john, I wasn't upset, just discussing it with icewolf :) I understand you guys work hard and get it done asap, and I appreciate it.
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by Edge100x »

This is also a system that I am working to speed up. Right now one limiting factor is that all machines have to download from a single webserver which is on a 1 Gbps port in Seattle. That's not a problem for small updates, but with very large ones like this, which so many machines need, it extends how long it takes to transfer the update. To help, I will be upgrading that machine to 4 or 6 Gbps.
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Re: Counter-Strike: Global Offensive Update Released 8/22/13

Post by soja »

Sounds good, what kind of storage array will you use for that kind of speed? The usual RAID 10 HDD, or SSD? In my experience, assuming RAID 10 nearly doubles the performance of a single high performance HDD, you will be just under 4Gbps transfer speeds. That is unless you have some way of keeping it in memory, or reading the single file to send to multiple clients is something you can do to reduce load. I remember on my old $60 dedi on gigabit, it maxed at around 600Mb/s because of disk bottlenecks when our 60 slot server switched maps :( Cheap host though
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