Alongside yesterday’s update, Valve has also released the SDK for Counter-Strike: Global Offensive. The SDK is available as a separate download and players will have to navigate through the tools tabs of Steam in order to get it. Valve decided to release the SDK so people can get a head start on their mapping and later, they will include Steam Workshop integration so creators can easily share their maps and players can view, rate, and download content.
Here is the changelog for Counter-Strike: Global Offensive’s beta update that was released yesterday. As always, the update will be auto-downloaded next time you start the Steam client. Enjoy!
Counter-Strike: Global Offensive Beta Changelog:
Gameplay: • Added Classic Casual to the Find a Game options. • Increased running inaccuracy of rifles and snipers. Lowered recoil of negev, lowered standing inaccuracy for negev. improved famas secondary burst grouping, increased ak47 recoil • Added money bonus to knife kills. • Bot difficulty tuned. • Removed the grace period for defusing the bomb as it allows to many hard-to-fix exploits. • Fixed elite cycle time to be the same as CSS
UI: • Update to the Main Menu screen: – Rank medals earned by the player will now be displayed underneath their name. • Play menu screen updates: – Updates to win panel for Arms Race including: improvements to displaying the winner, animated elements, and progression icons. • Fixed demo playback loading screen problem. • Fixed placeholder elements on generic loading screen. • Added timer to continue loading screen. • Fixed assists in death messages showing up in modes other than “Classic”. • Fixed the “Next Weapon” panels not displaying properly in Arms Race before you got your first kill. • Fixed alert text popping (position/opacity) behind the Exclamation Point graphic when the animation first comes up when the buy time has expired. • Condensed spectator panel to minimize overlap with other hud elements. • Removed old green tint from radar directional arrow and ring to match current HUD gray color scheme. • Win panel can now show progress made towards stat based achievements completed that round. • Fixed Demolition mode next weapon icons being incorrect. • Added missing outline on incendiary grenade icon. • When using a gamepad, the left and right shoulder button glyphs will gray out when there is no one left to spectate. • Fix for the gun icons being too big and cutoff.
Maps: • Added Nuke SE • Added Inferno SE • Dust SE – Added overviews for radar • Aztec SE – Added overviews for radar • Dust – Adjusted size of buy zones for both CT and T’s. • Shorttrain – Updated radar overhead map: Removed corner sections, towers, and yellow “garbage” can from bomb planting zone. • Train – Increased accuracy of bomb and buy zone graphical indicators on radar image. • Inferno – Updated size and location of buy and spawns zone graphics. • St Marc – Rescaled radar overhead map and angled the bomb zone graphic to match the actual angle of the zone. – Adjusted color-correction settings. • Safehouse – Adjusted color correction settings. – Adjusted radar image scale and position. • Italy – Adjusted buy and spawn zone graphics for CT’s and T’s. – Fixed extra-large and bright light coronas in hostage area and Wine Cellar. – Fixed a tree at Right Alley – Made a slew of accessible areas inaccessible. Thank you, Maiho for identifying these. – Adjusted color-correction settings. • Aztec – Updated buy and spawn zone graphics on radar image. • Dust 2 – Expanded and moved both the CT a T buy and spawn zones in radar image. • Bank – Increased active game area border line weight from 1 to 2 pixels in radar. – Adjusted color-correction settings. – Fixed stretching polygons on the door frame at Gas Station. – Fixed the door model at Market. • Nuke – Adjusted spawn and buy zone graphic indicators on radar image. • Baggage – Readjusted color-correction settings. • Lake – Increased active game area border line weight from 1 to 2 pixels in radar. – Adjusted color correction settings. • Sugarcane – Updated color-correction settings. • Office – Adjusted buy and spawn zone graphics for CT’s and T’s. – Adjusted color correction settings. – Fixed a bug where the slideshow projection would sometimes show up on the wall behind the projector wall.
Audio: • Dsp removed from all third person footsteps and gunshots to increase directionality. In turn removed audio quality option which was mainly responsible for determining dsp level. • Moved the distance at which weapon shots cross fade to their “distant” version further away from the player to aid in identification of weapons being used during the round. • Third person weapon shot volume raised to aid in the identification of weapons being used during the round.
Bug Fixes: • Fix for getting the golden knife too early in Arms Race. • Fix for incorrectly retaining the gold knife on respawn after a suicide, team change, or killed by enemy knife. • Regenerate the recoil tables at game mode/type start; this allows the tables to incorporate parameters from loaded convars. • We now remove the golden knife from the player if they had it and lost a level in Arms Race. • Fixed a bug with the HUD where the round timer stops with 0:01 left if the round ends by timeout. • Fix for knife spawning in on the ground with you if you end the round without your secondary weapon (pistol). • Fix for single hostage shooting penalty getting counted multiple times. • Spectators are no longer allowed to vote. • Fixed view model hitching after a full network update. • Fixed a crash pertaining to death notifications. • Fixed an assert that would happen every time a player opened a prop_dynamic door. • Fixed potential crash in FAMAS and Glock when firing remaining burst shots when the PlayerOwner owner no longer exists. • Fixed flash bangs showing through doors. • Fix for losing mouse focus when directly connecting to a server. • Fix for crash when running a dedicated server under specific linux versions/distrubutions. • Fix for instances of “Round draw” voice over playing between matches. • Fixed some ducking pops that would happen when toggling duck during ducking / unducking.
Miscellaneous: • First round of mostly PC specific CSM optimizations that improve perf. on all CSM quality levels: – Optimized the core CSM shader to use fewer ALU instructions (VERY_LOW/LOW=21% faster, MEDIUM quality level=10% faster, HIGH=8% faster). – Coaxed the HLSL compiler to [flatten] several important conditionals it was sometimes issuing dynamic jumps for. – The VERY_LOW and LOW quality levels use a single 3D radial lerp vs. the previous 2D+3D lerp – VERY_LOW/LOW only use 2 world cascades vs. the previous 3. At VERY_LOW/LOW quality levels only vertexlit and phong where actually using the closest cascade (for better character self shadowing), so world shadow quality is mostly unaffected by this change. – Also adding a bunch of CSM culling statistics (displayed at the bottom of the screen when cl_csm_debug_2d is 1). – dust2 timedemo avg. FPS results on a NV 6800/Core2 2.4 GHz at VERY_LOW improved by 13% (higher quality settings also see an improvement).
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards." Contact: Email