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"CS update details"

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This thread has been linked to the game 'Counter-Strike: Source'.
Fri 25/02/05 at 10:37
Regular
"Pouch Ape"
Posts: 14,499
New hostage resuce map cs_compound
Added Source version of de_train
Upgraded version of the CT player model
Location names are shown in radio/team chat, and under the radar
Server tickrate can be specified with -tickrate
Added radio command aliases
Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team – useful for humans vs bots)
Added new “match” mode for bot_quota -- If bot_quota_mode = “match”, bot count = (human count) * bot_quota
Bots no longer automatically follow humans (bot_auto_follow now defaults to 0)
Bots are balanced before humans with mp_autoteambalance
Bots can open simple +use doors
Bots change their names to match the prefix when bot_prefix changes
Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana
Bots won’t throw grenades if something is blocking their throw
Bots are better at only breaking objects that are in their way
Fixed bug where a bot occasionally “dithered” rapidly between two or more targets without firing
bot_kick and bot_kill console commands use the bot's base name without the bot_prefix
de_piranesi - bots avoid the breakable crates better.
A bomb exploding just as the round restarts no longer kills players at the start of the next round
Grenades being thrown when the player dies no longer disappear
Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality
Players’ arms and hands can be hit by bullets now
Target ID font is proportional, and it doesn't become resize incorrectly after a resolution change
Overviews don't show player locations when mp_fadetoblack is on
Players with spaces in their names can be selected in the spectator GUI
Observers can change their name at round restart
Throwing a grenade right at round restart no longer results in holding a “ghost” grenade viewmodel at respawn

Cool - new maps and they've fixed some annoying bugs (especially the nade one, that always happens to me).
Fri 11/03/05 at 23:05
Regular
"Captain to you."
Posts: 4,609
AliBoy wrote:
> stuff about maps

cool i look forward to pimping you down on them when finished :P, if you need help testing let me know.
Fri 11/03/05 at 22:00
Regular
"Picking a winner!"
Posts: 8,502
Woo, have finished coding my system for my final year of uni and the report is almost done so I think I may have a little play around at making some maps before I start to study for exams.

Have a few ideas that could make pretty cool maps.
Fri 11/03/05 at 21:55
Regular
"Captain to you."
Posts: 4,609
AliBoy wrote:
> So how hard/easy is the map creation?
>
> Can you make any kind of map you want or are you limited to just
> putting certain objects in particular places?

Any kind of map that you can think of really, the only thing you are limited by is the props that you can place, barrels, creates and alot of the objects from HL2 and most of the maps in CSS.

It's pretty easy really, but if your making them for CSS you just have to think about where to put things like hossie points and the distance each team are going to have to travel.

I think even you could do it Shiggy :P
Fri 11/03/05 at 21:51
Regular
"Picking a winner!"
Posts: 8,502
So how hard/easy is the map creation?

Can you make any kind of map you want or are you limited to just putting certain objects in particular places?
Fri 11/03/05 at 21:27
Regular
"Captain to you."
Posts: 4,609
Lipe wrote:
> I once got 44 kills and 4 deaths...

yeah you HAX :P

No it is possible to do that well but this guy was cheating he had to be he was practically tracing people through walls, firing just as they came round the corner.
Fri 11/03/05 at 21:18
Regular
Posts: 11,373
I once got 44 kills and 4 deaths...
Fri 11/03/05 at 20:05
Regular
"Arf. Arf. Arf. Arf."
Posts: 361
> That lad that was
> playing last night had to be chating. I don't care how good someone
> is, 56 kills and 7(?) deaths is very, very hard to believe he got
> honestly.


Bloody hax.
Fri 11/03/05 at 16:59
Regular
"Captain to you."
Posts: 4,609
AliBoy wrote:
> Cool,
>
> Is it possible to make your own CS Source maps?

DIE Shiggy

Indeed it is, i am working on converting dm_lockdown to CSS as [RF] clan want it for their server.

Ths SDK is right at the bottom of steam, and hammer is the program for the editing.

Panda: Your totally right he had to be cheating he was looking at corners before people came round them, theres no way he guessed everytime where someone was. and his shooting was a bit tooo good

cheaters make me said :*(
Fri 11/03/05 at 16:44
Regular
"Picking a winner!"
Posts: 8,502
Cool,

Is it possible to make your own CS Source maps?
Fri 11/03/05 at 14:04
Regular
"Lisan al-Gaib"
Posts: 7,093
monkey_man wrote:
> Ooh, new level: de_port - coming soon!
>
> There's a hand-drawn map on the Steam update, looks good.

And I'll kick your bottys on that one too. ;)

I'm waiting for the VAC2 update to be honest. That lad that was playing last night had to be chating. I don't care how good someone is, 56 kills and 7(?) deaths is very, very hard to believe he got honestly.

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