Patch Change Logs
1.35.3.7 Changelog
CS:GO
- Added new Gamma weapon case featuring 17 community-created weapon finishes and all-new knife finishes.
- Operation Wildfire Access Pass is no longer available for purchase.
XP
- New CS:GO players will get a significant earned XP boost multiplier in Recruit and Private Ranks.
- Competitive matchmaking for new CS:GO players is now unlocked sooner, as soon as they rank up from Recruit to Private Rank 2.
PRIME BETA UPDATE
- CS:GO accounts will be Prime if they have verified their phone number and achieved at least Lieutenant Rank 21 or have earned a Service Medal.
- Prime accounts can now select to search only for other prime accounts in competitive matchmaking.
- When matchmaking with a party lobby, all party members must be Prime to have the Prime-only option available.
SOUND
- New sound cue for shooting with low ammo.
- Upgraded sound fidelity, reduced distortion for Mag7, M249, Negev.
- New smoke sound to reduce interference with bomb defuse sound.
- New sound for text chat messages in party lobby.
MISC
- In classic game modes any money earned by a player mid-round will no longer be available for spending during the same round (i.e., SMG purchases are no longer possible during competitive pistol rounds).
- Suicide or disconnect compensation will no longer be awarded in warmup or during freezetime period.
- When controlling the bot and surviving round running out of time, the controlling player is now eligible to receive end of round money.
- Removed a legacy 2.5 seconds spawn grace period for players who reconnect to the round after freezetime is over.
- Increased upper limit on possible mp_halftime_duration values to 5 minutes.
- Added server convar sv_spec_post_death_additional_time that allows adding a delay for spectators between the death of a spec target and the switch to a new target.
- The convar sv_alltalk has been replaced with sv_talk_enemy_dead and sv_talk_enemy_alive.
- Classic Casual now defaults to team-restrict communication for living players.
Mac
- Fixed appearance of fonts in the community browser and console.
- Fixed some bugs with setting fullscreen resolution.
- Set all Mac players to use Raw Mouse Input by default since this is a better experience for most players. Players can manually revert to not using raw mouse input if that is what they prefer.
1.35.3.8 Changelog
SOUND
- Lowered volume level of first-person nearly empty clip sound to match its volume level falloff in the environment.
- Fixed a regression in Nova and Sawed Off reloading sounds.
Mac
- Added video option (default on) for frame rate smoothing. Frame rate smoothing significantly reduces hitching and stuttering, but at the expense of reducing overall frame rate.
- Significantly reduced input latency.
- Added audio option “Play Audio When Game in Background” to match behavior on Windows and Linux.
1.35.3.9 Changelog
COLOGNE 2016
- Added team stickers, player autographs, Pick’Em and Fantasy Games for Cologne 2016 CS:GO Major Championship.
- Added support for Cologne 2016 game authentication codes to allow third-party websites and applications to manage your Cologne 2016 Pick’Em and Fantasy Games without running the actual game client.
- For more information on game authentication codes, visit:https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_PickEm_Fantasy_Management
GOTV
- Community GOTV relays will now reliably sign in to Steam and CS:GO backend when launched straight with +tv_advertise_watchable 1 +tv_relay addr:port.
- GOTV relays will now correctly communicate their statistics about connected proxies and clients upstream and downstream.
- Added convars commonly used in GOTV relay chains to common dictionary encoding.
SOUND
- Added sounds for players joining and leaving party lobbies.
- Upgraded sound fidelity for Nova, Sawed Off, and XM1014 shotguns.
- Molotov:
- Fixed a bug where an in-hand fire sound would persist when a player was killed while holding a primed Molotov.
- Upgraded sound fidelity for Molotov priming sound.
- Reduced volume of in-hand fire sound for a primed Molotov
UI
- Added convar cl_spec_swapplayersides to flip display of competitive HUD to match teams seating on stage.
- Spectator UI – Player panel now tints yellow or blue based on the team of the person you are spectating.
SDK
- Fixed broken flex data in studiomdl
1.35.4.0 Changelog
COLOGNE 2016
- Shipped in-game assets that are unlocked via the Series 2 Collectible Pins that will be available to attendees of ESL One Cologne 2016.
MISC
- Added new option “Fetch Event Data” to logic_eventlistener entity. If set, a new “event_data” field will be created in the eventlistener’s ScriptScope containing information about the event.
- Resurrected the convar mp_spec_swapplayersides.
June 15th Patch Content
Version Released
Client Version = 337
Server Version = 337
Patch Version = 1.35.3.7
Updated Store Images
The necessary store/inventory images have been added for the \\\’Gamma\\\’ collection.
Gamma Collection |Community Crate 13| ~
Chicken\\\’s Audio Adjustments
The chicken\\\’s idle and panic sound effects were increased in volume.
- Location of these modifications are represented in game_sounds.txt
"Chicken.Idle" { "channel" "CHAN_BODY" - "volume" "0.5" - "soundlevel" "SNDLVL_55dB" + "volume" "0.9" + "soundlevel" "SNDLVL_65dB" "pitch" "90, 110" "rndwave" { "wave" "ambient/creatures/chicken_idle_01.wav" "wave" "ambient/creatures/chicken_idle_02.wav" "wave" "ambient/creatures/chicken_idle_03.wav" } "soundentry_version" "2" } "Chicken.Panic" { "channel" "CHAN_BODY" - "volume" ".6" - "soundlevel" "SNDLVL_60dB" + "volume" ".9" + "soundlevel" "SNDLVL_65dB" "pitch" "90, 110" "rndwave" { "wave" "ambient/creatures/chicken_panic_01.wav" "wave" "ambient/creatures/chicken_panic_02.wav" "wave" "ambient/creatures/chicken_panic_03.wav" "wave" "ambient/creatures/chicken_panic_04.wav" } "soundentry_version" "2" }
A new sound effect for the chicken\\\’s flapping their wings was added.
- Location of these modifications are represented in game_sounds.txt
"Chicken.FlapWings"
{
"channel" "CHAN_BODY"
"volume" "1.0"
"soundlevel" "SNDLVL_55dB"
"pitch" "90, 110"
"wave" "ambient/animal/bird_flapping_3.wav"
}
Sound Mixes Adjustment
A separate sound mix group was created for some of the associated C4 effects. It is called \\\’C4Foley\\\’ and it basically separates the mixes of the audio with other sound effects.
- Location of these additions are represented in soundmixers.txt
"MixGroups" { // NOTE: order these from least general to most general // directory or .wav classname Causes Duck to Ducker // group name name substring substring chan sndlvl_min sndlvl_max priority Is Ducked Ducking Percent Threshold // --------- ------------------ --------- ----------- ---------- ---------- -------- -------- ------- ------- --------- "voip" "?VoiceSfx" "" "" "" "" "60" "0" "0" "100" "40" "gamestartup" "gamestartup" "" "" "" "" "50" "0" "0" "100" "40" "Explosions" "explo" "" "" "" "" "50" "0" "0" "100" "40" "ExplosionsDistant" "asdfaslj" "" "" "" "" "50" "0" "0" "100" "40" "BulletImpacts" "impact_bullet" "" "" "" "" "50" "0" "0" "100" "40" "BulletRicochets" "weapons/fx/rics" "" "" "" "" "50" "0" "0" "100" "40" // all 3rd person distant sounds "DistWeapons" ".SingleDistant" "" "" "" "" "50" "0" "0" "100" "40" // first person weapon fire "Weapons1" ".Single" "localPlayer" "" "" "" "50" "0" "0" "100" "40" // special volume mixer for loud weapons, Awp, deagle, etc. "WeaponsLoud" ".Single" "" "" "" "" "50" "0" "0" "100" "40" // weapon foley, reloading etc "FoleyWeapons" "asdasd" "" "" "" "" "50" "0" "0" "100" "40" + "C4Foley" "C4" "" "" "" "" "50" "0" "0" "100" "40" + // master mix for all weapon sounds above, values are averaged. "AllWeapons" "weapons/" "" "" "" "" "50" "0" "0" "100" "40" "Ambient" "ambient/" "" "" "" "" "50" "0" "0" "60" "40" "PlayerFootsteps" "footsteps/" "localPlayer" "" "" "" "50" "0" "0" "100" "40" "GlobalFootsteps" "footsteps/" "" "" "" "" "50" "0" "0" "100" "40" } "SoundMixers" { "Default_Mix" { // mixgroup vol. level dsp "voip" "0.8" "1.0" "0.0" "0.0" "0.0" "gamestartup" "0.25" "1.0" "1.0" "BulletImpacts" "0.5" "1.0" "0.0" "BulletRicochets" "0.4" "1.0" "0.0" "Explosions" "0.6" "1.0" "1.0" "ExplosionsDistant" "1.6" "1.0" "1.0" "DistWeapons" "1.0" "1.0" "0.0" "Weapons1" "0.31" "1.0" "0.0" "WeaponsLoud" "1.0" "1.0" "0.0" "FoleyWeapons" "0.32" "1.0" "0.0" + "C4Foley" "1.0" "1.0" "0.0" "AllWeapons" "1.0" "1.0" "1.0"
Game Play Strings Adjusted
All of the game types configs had the covar \\\’sv_alltalk\\\’ removed but replaced with two different options of \\\’sv_talk_enemy_living\\\’ + \\\’sv_talk_enemy_dead\\\’. Depending on the game type their variable will change – for example your now only able to hear your alive team-mates in the casual mode.
- Location of these modifications are represented in the gamemode_armsrace.cfg – gamemode_casual.cfg – gamemode_competitive.cfg – gamemode_coopmission.cfg – gamemode_custom.cfg – gamemode_deathmatch.cfg – gamemode_demolition.cfg – gamemode_training.cfg
- sv_alltalk 0 + sv_talk_enemy_living 0 + sv_talk_enemy_dead 0
Included Sound References
Hello everybody. Just to let you all know I found these sound references within the June 15th patch that was released. In saying that there was another patch that was released on June 16th that removed all of the references that are located below:
First of all within this patch I found some new sound references that are clearly linked to the new inferno remake since they are within that folder. But there were also some references pointed to some ambient canals effects – It could be from the Inferno remake or they could be attached to the next Campaign Mission Map.
Inferno and/or New Mission Map~
+ sound\\\\ambient\\\\canals\\\\ambience_canals_traffic_bg.wav
+ sound\\\\ambient\\\\canals\\\\ambience_canals_water.wav
+ sound\\\\ambient\\\\canals\\\\ambience_canals_water_boats.wav
+ sound\\\\ambient\\\\canals\\\\ambience_canals_water_bridge_01.wav
————————————————–
+ sound\\\\ambient\\\\inferno\\\\bees_01.wav
+ sound\\\\ambient\\\\inferno\\\\bees_02.wav
+ sound\\\\ambient\\\\inferno\\\\church_01.wav
+ sound\\\\ambient\\\\inferno\\\\exterior_02.wav
+ sound\\\\ambient\\\\inferno\\\\house_creak_01.wav
+ sound\\\\ambient\\\\inferno\\\\inferno_radio_01.wav
+ sound\\\\ambient\\\\inferno\\\\interior_church.wav
+ sound\\\\ambient\\\\inferno\\\\water_stream_01.wav
+ sound\\\\ambient\\\\inferno\\\\water_wheel_01.wav
+ sound\\\\ambient\\\\inferno\\\\window_01.wav
+ sound\\\\ambient\\\\latin.wav
Ok. Calm down. Don\\\’t freak out.
A little bit of a memory refresh for you all of you out there. There was a patch released back on October 22nd 2015. When doing my regular patch breakdown I found within some of the manifest files many new different sound references files. Some of those included the footsteps and player movement sounds that would make a release to the public many months later. But a key find was these two lines: \\\’sound\\\\weapons\\\\tac21\\\\tac21_shoot.wav\\\’ + \\\’sound\\\\weapons\\\\tac21\\\\tac21_shoot_distant.wav\\\’. Note these were the only two references to this new weapon called the \\\’TAC-21\\\’. These two sound references basically would give the sound effect for shooting the weapon in the 1st person PoV and from a 3rd person PoV(Distant). But that was it.
With the release of this patch there were many new references including the first two I discovered. So it appears that development has been done on the weapon. But like I said we talking about Valve here and this could be scrapped like tomorrow.
TAC-21~
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_02.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_03.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_04.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_05.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_06.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_07.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_08.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shelleject_09.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shoot.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shoot_distant.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shoot_fail.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shoot_silenced.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shoot_silenced_distance.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_shoot_success.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_zoom_in.wav
+ sound\\\\weapons\\\\tac21\\\\tac21_zoom_out.wav
Con Var Additions
The following con vars have been added to the CS:GO client, server, and engine code. ~
Client ~
+ nearlyempty
+ prime_only
+ sv_talk_enemy_dead
+ sv_talk_enemy_living
+ weapon_near_empty_sound
June 16th Patch Content
Version Released
Client Version = 338
Server Version = 338
Patch Version = 1.35.3.8
Weapon\\\’s SFX Additions
Included with this patch was new sound effects for inserting shells on the Nova and Sawed-Off shotgun.
Nova ~ Insert Shell 01
Nova ~ Insert Shell 02
Nova ~ Insert Shell 03
Nova ~ Insert Shell 04
Sawed-Off ~ Insert Shell 01
Sawed-Off ~ Insert Shell 02
Sawed-Off ~ Insert Shell 03
Updated Strings
The entries for the sound level\\\’s of the nearly empty were reduced.
- Location of these modifications are represented in game_sounds_weapons.txt
"Default.NearlyEmpty" { "channel" "CHAN_ITEM" - "volume" "0.5, 1.0" + "volume" "0.3, 0.3" "pitch" "97, 105" "soundlevel" "SNDLVL_65dB" "wave" "weapons/aug/aug_boltrelease.wav" }
Con Var Additions
The following con vars have been added to the CS:GO client, server, and engine code. ~
Client ~
+ r_frameratesmoothing
+ gl_swap_limit
Engine ~
+ sv_bot_difficulty_kbm
June 24th Patch Content
Version Released
Client Version = 342
Server Version = 342
Patch Version = 1.35.3.9
SFX + Audio Modifications
Included with this patch has been new lobby/chat sounds, and then modification to the C4 Disarm, Molotov, Nova, Sawed-Off, + XM1014.
Lobby ~ Chat Notification
Lobby ~ Joined
Lobby ~ Kicked
Lobby ~ Left
XM1014 ~ Pump
XM1014 ~ Insert Shell 1
XM1014 ~ Insert Shell 2
XM1014 ~ Insert Shell 3
Nova ~ Insert Shell
- Old
- New
Nova ~ Pump
- Old
- New
Nova ~ 1
- Old
- New
Nova ~ Distant 1
- Old
- New
Sawed-Off ~ Pump
- Old
- New
Sawed-Off ~ 1
- Old
- New
Sawed-Off ~ Distant 1
- Old
- New
XM1014 ~ 1
- Old
- New
XM1014 ~ Distant 1
- Old
- New
C4 ~ Disarm Start
- Old
- New
Molotov ~ Idle Loop 1
- Old
- New
ESL One Cologne 2016 Player/Team Stickers
Since this post a little bit out of date and many viewers have already seen all the stickers all ready. I will post a simple example of the sticker\\\’s layout. Kappa.
Liquid
– High Grade
Liquid (Holo)
– Remarkable
Liquid (Foil)
– Exotic
Liquid (Gold)
– Souvenir
S1mple
– High Grade
S1mple (Foil)
– Exotic
S1mple (Gold)
– Souvenir
ESL One Cologne 2016 Souvenir Crates
The souvenir crates for ESL One Cologne 2016 had their inventory icons added within the client.
Pick\\\’Em Challenge Trophies
The Pick\\\’Em Challenge rewards for ESL One Cologne 2016 had their inventory icons added within the client.
Bronze Reward – 25 Points Needed
Silver Reward – 50 Points Needed
Gold Reward – 75 Points Needed
Tournament Team Icon Modifications
With the approaching ESL One event – icons for teams that are not already in the system or have changed their logo needed to be placed in the client so it can appear on the \\\’Watch\\\’ panel. Furthermore the G2 and SK icons are the only team logos that have been modified from the previous event.
Tournament Banners + Logos
VTF Addition
One of the many VTF files that was added within this patch included a VTF that was a template to this major\\\’s included stickers.
VTF_template ~
Updated Strings
A few sound levels for certain UI elements have been adjusted. Also there were numerous amount of new entries for different UI elements.
- Location of these modifications are represented in game_sounds_ui.txt
"GunGame.PlayerReachedKnife" { "channel" "CHAN_ITEM" - "volume" "0.2" + "volume" "0.4" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" "wave" "weapons/knife/knife_deploy1.wav" } "Deathcam.Review_End" { "channel" "CHAN_STATIC" "soundlevel" "SNDLVL_NONE" "pitch" "PITCH_NORM" - "volume" "0.7" + "volume" "1" "wave" "UI/deathcam_review_end.wav" } + "UI.StickerDisplay" + { + "channel" "CHAN_STATIC" + "volume" "1" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "wave" "UI/item_showcase_sticker_01.wav" + } + "UI.StickerItemScroll" + { + "channel" "CHAN_STATIC" + "volume" "1" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "wave" "UI/item_scroll_sticker_01.wav" + } + "UI.StickerApplyConfirm" + { + "channel" "CHAN_STATIC" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "volume" "1" + "wave" "UI/item_sticker_apply_confirm.wav" + } + "UI.ItemInspect" + { + "channel" "CHAN_STATIC" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "volume" "1" + "wave" "UI/item_inspect_01.wav" + } + "UI.StickerSelect" + { + "channel" "CHAN_STATIC" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "volume" "1" + "wave" "UI/item_sticker_select.wav" + } + "UI.Lobby.Joined" + { + "channel" "CHAN_STATIC" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "volume" "1" + "wave" "UI/lobby_notification_joined.wav" + } + "UI.Lobby.Kicked" + { + "channel" "CHAN_STATIC" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "volume" "1" + "wave" "UI/lobby_notification_kicked.wav" + } + "UI.Lobby.Left" + { + "channel" "CHAN_STATIC" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "volume" "1" + "wave" "UI/lobby_notification_left.wav" + } + "UI.Lobby.Chat" + { + "channel" "CHAN_STATIC" + "soundlevel" "SNDLVL_NONE" + "pitch" "PITCH_NORM" + "volume" "1" + "wave" "UI/lobby_notification_chat.wav" + }
The sound mixer config has been modified to include a new entry for a \\\’explosive decoy\\\’ and a \\\’replay\\\’ sound mix group. Also the levels of audio were adjusted for voip, distance weapons, foley weapons, and dialog.
- Location of these modifications are represented in soundmixers.txt
"MixGroups" { // NOTE: order these from least general to most general // directory or .wav classname Causes Duck to Ducker // group name name substring substring chan sndlvl_min sndlvl_max priority Is Ducked Ducking Percent Threshold // --------- ------------------ --------- ----------- ---------- ---------- -------- -------- ------- ------- --------- "voip" "?VoiceSfx" "" "" "" "" "60" "0" "0" "100" "40" "gamestartup" "gamestartup" "" "" "" "" "50" "0" "0" "100" "40" "Explosions" "explo" "" "" "" "" "50" "0" "0" "100" "40" "ExplosionsDistant" "asdfaslj" "" "" "" "" "50" "0" "0" "100" "40" +"ExplosionsDecoy" "Decoy2" "" "" "" "" "50" "0" "0" "100" "40" "BulletImpacts" "impact_bullet" "" "" "" "" "50" "0" "0" "100" "40" "BulletRicochets" "weapons/fx/rics" "" "" "" "" "50" "0" "0" "100" "40" -// all 3rd person distant sounds +// distant weapon fire "DistWeapons" ".SingleDistant" "" "" "" "" "50" "0" "0" "100" "40" // first person weapon fire "Weapons1" ".Single" "localPlayer" "" "" "" "50" "0" "0" "100" "40" // special volume mixer for loud weapons, Awp, deagle, etc. "WeaponsLoud" ".Single" "" "" "" "" "50" "0" "0" "100" "40" -// weapon foley, reloading etc +// weapon reload, equip, handle etc "FoleyWeapons" "asdasd" "" "" "" "" "50" "0" "0" "100" "40" "C4Foley" "C4" "" "" "" "" "50" "0" "0" "100" "40" // master mix for all weapon sounds above, values are averaged. "AllWeapons" "weapons/" "" "" "" "" "50" "0" "0" "100" "40" "Ambient" "ambient/" "" "" "" "" "50" "0" "0" "60" "40" "PlayerFootsteps" "footsteps/" "localPlayer" "" "" "" "50" "0" "0" "100" "40" "GlobalFootsteps" "footsteps/" "" "" "" "" "50" "0" "0" "100" "40" "SelectedMusic" "selected_" "" "" "" "" "25" "0" "0" "75" "40" "BuyMusic" "startround_" "" "" "" "" "25" "0" "0" "75" "40" "DuckingMusix" "asdadaf" "" "" "" "" "25" "0" "0" "75" "40" "Music" "music/" "" "" "" "" "25" "0" "0" "75" "40" "Commander" "commander/" "" "" "" "" "25" "0" "0" "75" "40" "CampaignVO" "coop_radio/" "" "" "" "" "25" "0" "0" "75" "40" "Dialog" "vo/" "" "" "" "" "60" "0" "0" "100" "20" "Radio" "radio" "" "" "" "" "60" "0" "0" "100" "20" "Bot" "bot/" "" "" "" "" "60" "0" "0" "100" "20" +"Replay" "asdadaf" "" "" "" "" "25" "0" "0" "75" "40" "UI" "ui/" "" "" "" "" "50" "0" "0" "100" "40" "All" "" "" "" "" "" "50" "0" "0" "100" "40" } "SoundMixers" { "Default_Mix" { // mixgroup vol. level dsp - "voip" "0.8" "1.0" "0.0" "0.0" "0.0" + "voip" "0.7" "1.0" "0.0" "0.0" "0.0" "gamestartup" "0.25" "1.0" "1.0" "Explosions" "0.6" "1.0" "1.0" "ExplosionsDistant" "1.6" "1.0" "1.0" + "ExplosionsDecoy" "1.6" "1.0" "1.0" "BulletImpacts" "0.5" "1.0" "0.0" "BulletRicochets" "0.4" "1.0" "0.0" - "DistWeapons" "1.0" "1.0" "0.0" + "DistWeapons" "1.5" "1.0" "0.0" "Weapons1" "0.31" "1.0" "0.0" "WeaponsLoud" "1.0" "1.0" "0.0" - "FoleyWeapons" "0.32" "1.0" "0.0" + "FoleyWeapons" "0.4" "1.0" "0.0" "C4Foley" "1.0" "1.0" "0.0" "AllWeapons" "1.0" "1.0" "1.0" "Ambient" "0.3" "1.0" "1.0" "PlayerFootsteps" "0.14" "1.0" "1.0" "GlobalFootsteps" "1.0" "0.9" "0.0" "SelectedMusic" "0.6" "1.0" "1.0" "BuyMusic" "0.8" "1.0" "1.0" "DuckingMusix" "0.8" "1.0" "1.0" "Music" "0.5" "1.0" "0.0" "Commander" "0.3" "1.0" "0.0" "CampaignVO" "1.0" "1.0" "0.0" - "Dialog" "0.3" "1.0" "0.0" + "Dialog" "0.2" "1.0" "0.0" "Radio" "0.3" "1.0" "0.0" "Bot" "0.3" "1.0" "0.0" "Replay" "1.0" "1.0" "1.0" "UI" "0.4" "1.0" "1.0" "All" "0.7" "1.0" "1.0" } }
Updated UI Feature
Spectator UI Display
An outline border was added around the player\\\’s name box on the lower part of the screen. The devs have noted in the patch notes that within the color of the tint box will vary based on the player being viewed.
June 28th Patch Content
Version Released
Client Version = 343
Server Version = 343
Patch Version = 1.35.4.0
Series 2 Collectible Pins
The Series 2 Collectible Pins had their inventory icons added within the client.
Baggage
Bloodhound
Bravo
Cache
Cobblestone
Chroma
Guardian 2
Office
Overpass
Phoenix
Valeria
Model Additions
Series 2 Collectible Pins
The model files have been added and are ready to attach to the users that were in attendance at the Major.
Baggage
Bloodhound
Bravo
Cache
Cobblestone
Chroma
Guardian 2
Office
Overpass
Phoenix
Valeria
Updated Fnatic Sticker
The Fnatic sticker has been updated with it\\\’s current logo.
Before:
After:
Updated Strings
The necessary strings were added for each pin.
- Location of these additions are represented in the items_game.txt
"6012" { "name" "Collectible Pin - Guardian 2" "prefab" "attendance_pin" "item_rarity" "rare" "item_name" "#CSGO_Collectible_Pin_guardian_2" "item_description" "#CSGO_Collectible_Pin_guardian_2_desc" "image_inventory" "econ/status_icons/collectible_pin_guardian_2" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_guardian_2.mdl" } } "6013" { "name" "Collectible Pin - Bravo" "prefab" "attendance_pin" "item_rarity" "rare" "item_name" "#CSGO_Collectible_Pin_bravo" "item_description" "#CSGO_Collectible_Pin_bravo_desc" "image_inventory" "econ/status_icons/collectible_pin_bravo" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_bravo.mdl" } } "6014" { "name" "Collectible Pin - Baggage" "prefab" "attendance_pin" "item_rarity" "rare" "item_name" "#CSGO_Collectible_Pin_baggage" "item_description" "#CSGO_Collectible_Pin_baggage_desc" "image_inventory" "econ/status_icons/collectible_pin_baggage" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_baggage.mdl" } } "6015" { "name" "Collectible Pin - Phoenix" "prefab" "attendance_pin" "item_rarity" "rare" "item_name" "#CSGO_Collectible_Pin_phoenix" "item_description" "#CSGO_Collectible_Pin_phoenix_desc" "image_inventory" "econ/status_icons/collectible_pin_phoenix" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_phoenix.mdl" } } "6016" { "name" "Collectible Pin - Office" "prefab" "attendance_pin" "item_rarity" "mythical" "item_name" "#CSGO_Collectible_Pin_office" "item_description" "#CSGO_Collectible_Pin_office_desc" "image_inventory" "econ/status_icons/collectible_pin_office" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_office.mdl" } } "6017" { "name" "Collectible Pin - Cobblestone" "prefab" "attendance_pin" "item_rarity" "mythical" "item_name" "#CSGO_Collectible_Pin_cobblestone" "item_description" "#CSGO_Collectible_Pin_cobblestone_desc" "image_inventory" "econ/status_icons/collectible_pin_cobblestone" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_cobblestone.mdl" } } "6018" { "name" "Collectible Pin - Overpass" "prefab" "attendance_pin" "item_rarity" "mythical" "item_name" "#CSGO_Collectible_Pin_overpass" "item_description" "#CSGO_Collectible_Pin_overpass_desc" "image_inventory" "econ/status_icons/collectible_pin_overpass" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_overpass.mdl" } } "6019" { "name" "Collectible Pin - Bloodhound" "prefab" "attendance_pin" "item_rarity" "legendary" "item_name" "#CSGO_Collectible_Pin_bloodhound" "item_description" "#CSGO_Collectible_Pin_bloodhound_desc" "image_inventory" "econ/status_icons/collectible_pin_bloodhound" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_bloodhound.mdl" } } "6020" { "name" "Collectible Pin - Cache" "prefab" "attendance_pin" "item_rarity" "legendary" "item_name" "#CSGO_Collectible_Pin_cache" "item_description" "#CSGO_Collectible_Pin_cache_desc" "image_inventory" "econ/status_icons/collectible_pin_cache" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_cache.mdl" } } "6021" { "name" "Collectible Pin - Valeria" "prefab" "attendance_pin" "item_rarity" "ancient" "item_name" "#CSGO_Collectible_Pin_valeria" "item_description" "#CSGO_Collectible_Pin_valeria_desc" "image_inventory" "econ/status_icons/collectible_pin_valeria" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_valeria.mdl" } } "6022" { "name" "Collectible Pin - Chroma" "prefab" "attendance_pin" "item_rarity" "ancient" "item_name" "#CSGO_Collectible_Pin_chroma" "item_description" "#CSGO_Collectible_Pin_chroma_desc" "image_inventory" "econ/status_icons/collectible_pin_chroma" "attributes" { "pedestal display model" "models/inventory_items/collectible_pin_chroma.mdl" }
Con Var Additions
The following con vars have been added to the CS:GO client, server, and engine code. ~
Client ~
+ mp_spec_swapplayersides
+ Toggle set the player names and team names to the opposite side in which they are are on the spectator panel.
Engine ~
+ nosignaturechecks