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CS: GO July 16th + 17th Patch - Content Analysis

A new update for Counterstrike: Global Offensive has arrived bringing multiple map modifications and the return of the veteran favorite 1.6/CSS crosshair style.

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This article was originally published on GameSpot's sister site onGamers.com, which was dedicated to esports coverage.

Updated:This post now includes the 7/17 update at the start.

Front-End Changes

OVERPASS

  • Fixed the A box not having its clip brush enabled.
  • Fixed some unfair peek and boost spots around the map.
  • Added some clip brushes to smooth movement.
  • Fixed the sign decal on the bank.
  • Thanks AreUhungry.

GAMEPLAY

  • Fixed a surround spatialization issue caused by not handling angle wraparound properly at 0/360. ( thanks derpylurker )

MISC

  • Fixed a networking regression with M4A1-S when fired by a player who is not the owner of original item.
  • Fixed M4A4 | Howl showing as the wrong quality in GOTV streams.
  • Fixed decay lerp on non-default crosshairs, crosshairstyle 5 now decays linearly and is now frame-rate independent.
  • Fixed equipped collectible items not networking correctly for other players.

Overpass Map Changes

  • The bank sign has been added back above the door.
  • The clip brush has been enabled on the cargo box at the A bomb site. This means you are no longer able to crouch, like pictured below, on the side of the box.
Before the 7/17 update
Before the 7/17 update

  • The crane has moved again...
  • The wall along side the train track has been extended downward more.

Back-End Changes

Version Released

ClientVersion = 123

ServerVersion = 123

PatchVersion = 1.34.2.1

Penetration Attribute Changed

The attribute type of the penetration attribute has been changed to "float" from "uint32".

  • Location of these changes are located in the csgo_items.txt

"attributes"

"31"

{

"name" "penetration"

"attribute_class" "penetration"

"description_format" "value_is_additive"

"hidden" "1"

"effect_type" "neutral"

- "attribute_type" "uint32"

"attribute_type" "float"

Howling Wolf's Rarity Level Fixed

There were certain situations, for example watching over GOTV, that the howling wolf skin would not display as the correct rarity level. Some users thought that the rarity level on the "contraband" skin was changed but in reality it was a visual bug. The bug has been addressed and the corrections have been made.

  • Location of these changes are located in the csgo_items.txt

"paint_kits_rarity"

- "cu_m4a1_howling" "legendary"

"cu_m4a1_howling" "ancient"

DLL Alternations

There has been changes to some of the core DLL files that run CS:GO.

  1. Client.dll
  2. Server.dll

Front-End Changes

Note:This is the start of the 7/16 update

GAMEPLAY

  • Fixed the bullet penetration system not penetrating static GRATE surfaces (fences) and brushes that are NODRAW on both sides (for example, the ladder in Cache)

MAPS

MIRAGE

  • Fixed upper shutters in kitchen having a NODRAW face inside that wall that prevented wallbanging from one direction (bottom wood is unchanged)
  • Clipped a part behind van to prevent bomb from getting stuck
  • Thinned B "bench" wall a bit to allow more damage to penetrate
  • Clipped windows in palace so you can't jump into them

OVERPASS

  • The bank side door has been opened to reveal a new path into A
  • The back A stairs have been flipped to enter nearer to the bomb plant zone
  • A site has been opened up, the APC has been moved back and a new box has fallen off of the semi
  • "Quickfall" palettes have been added to the bottom of ladder on T-side tunnels to allow for quick decent (ala Nuke)
  • The flower box at the CT sniper spot at Long A is now higher
  • The connector tunnels have become more spacious
  • One of the windows in Connector Tunnels has been opened up (for possibilities...)
  • Removed shelf in sniper nest above A to allow grenade damage through
  • Stomped some flowers in the box outside bathrooms leading to A because they got in the way of an important sight-line
  • Added a light to the bathroom connector to Long A. This improves visibility of players looking from mid connector
  • Fixed the steam pipes on connector to no longer leak steam
  • Clipped a few more areas to smooth movement and cleaned up nav mesh
  • Updated radar image
  • Thanks to iBP steel and c0tt0n

COBBLESTONE

  • Removed OP flower pot at back of B
  • Added a lip at the top of main B entrance to provide more cover to T team
  • Slightly extended large planter by B entrance to close a thin sight line from back of B to side door
  • Drop-down to alternative B entrance has been widened to allow a better view of the room below
  • Drop-down room roof beams have been moved further away from the stairs
  • Roof of alternative B entrance has been opened up for additional grenade throws
  • Locations where the bomb could be dropped out of players' reach have been clipped off
  • Lighting changes at some locations to provide better visibility
  • Shifted tapestry in CT sniper room up and made it lighter color to make players more visible against it

BLACK GOLD

  • Removed collisions on red light above B doorway (Long B)
  • Simplified drill tower bases and pipes based on Operation feedback
  • Fixed lighting issues on warehouse support beams

UI

  • By popular demand, added a 6th crosshair style (cl_crosshairstyle 5) which emulates the non-dynamic behavior of 1.6 and Source. Just like the previous versions of CS, this crosshair does not accurately portray current weapon accuracy, spread or recoil, but does provide feedback about whether or not you are currently firing a weapon. If you are a new player or you haven't quite mastered recoil or accurate range, use crosshair styles 0, 2 or 3. They accurately show up-to-date feedback on your current weapon's bullet spread/recoil at every given state.

MISC

  • All weapon cases, weapon case keys, operation passes, name tags and stickers are now marketable as commodities on Steam Community Market.
  • Replaced "Death Comes" sticker art.

Replacement Sticker

Over the past week evidence has been built toward the "Death Comes" sticker being involved in violation of copyright infringement. This is a serious issue when it comes to Valve and it looks like they took faster steps of getting it out of the game. Last month when this happened previously Valve released a detailed statement about copyright infringement and listed the penalties for the people who were involved. This time there was no statement but we can assume the previous punishments will be placed on these individuals also.

Old Death Comes Sticker

No Caption Provided

New Death Comes Sticker

No Caption Provided

Bullet Penetration Fixed for "NoDraw" Objects

When the new bullet penetration system was implemented a few weeks ago there were some issues and some adjusting needed to be done. A situation was discovered with objects that involve nodraw on both sides. Objects that were considered "Grate" material and had "nodraw" on both sides of the model were not allowing players to shoot through them. This would include ladders like on de_cache or the chain link fencing like de_seaon features. This problem has now been fixed and those objects allow the bullet to pass clearly thorough them .

Before this update, the bullet penetration system would display
Before this update, the bullet penetration system would display "STOPPED!"

New Crosshair Style Added

The community has been pleading with the developers since the game's lanuch to included the non-dynamic crosshair which was featured in 1.6 and Source. Finally those pleas have been answered and the crosshair style is now available. The developers do note on the addition that this crosshair does not accurately represent the current weapon's accuracy, spread or recoil but does provide feedback to the player about whether or not you are currently firing a weapon. The developers suggest if you are a new CS player to use one of the other crosshair styles instead of this one. This crosshair style will be most likely used by the old veteran players from 1.6 and Source.

  • Featured below is a video clip that demonstrates the new crosshair style:

Mirage Map Changes

  • The windows located in the palace have been clipped; this fixes the issue of players jumping in to the windows and getting stuck with a glitch. Also you can see the texture of the lights hanging from the ceiling were changed.

  • The previous update changed the layout of the windows in the kitchen to fix the spammable spots. But in doing these modifications; a no draw panel was left between the two windows. This caused people from within the kitchen being unable to spam people on the outside.

  • You can visually see on the old version of the map that the bullets were stopped right away when firing from inside the kitchen.
  • This was never a issue for players who were firing from the outside. The bullets always went through but now this has been readjusted to align with the other side.
  • The wall behind the bench has been thinned; it is much easier to spam now
  • Difference of the wall thickness values from the front:
  • Difference of the wall thickness values from the back:
  • Locations around the van where the bomb could get stuck have been fixed.

Overpass Map Changes

  • The door texture color has been changed.
  • View of the window changes involved with in the connector from the outside. Other changes here is the water position has been moved and plywood has been added to the outside.
  • Minor changes have happen to the B bomb site. The water's position has been adjusted a little and a few walls have had their texture lighten for players to appear more visible in front of them. Also note the crane in the background has been turned.
  • The wall texture underneath the balcony and behind the support beams has been removed. It is now just a black space. Also within this picture the street cones have been removed.
  • Minimal wall texture colors have been adjusted.
  • The windows within the connector have been changed. One of the windows is now covered by a wood board and the other one is made of breakable glass. These window changes have made the lighting different. Plus additional objects have been removed with this new version.
  • The wall that features the big pipe on it has been pushed back and now displays a wider hall.
  • A wood pallet has been added at the bottom of the ladder for giving the players the option of quick jumping down.
  • In addition, the hole has been made larger giving the players the option of being able to jump down.
  • Changes were made to the different objects located in the A tunnel near the balcony.
  • The wood crates have been repositioned for a clearer view and a few textures have been modified.
  • Many modifications have been made to the A bomb site. The CT's truck and barricade have been pushed back for giving room to the bank. The bank needs more room now because it is now open with a new pathway underneath it. Also the advertisement sign color has been adjusted.

  • Cargo from the semi-truck has fallen off and placed within the A bomb site. Also the dumpsters have been rearranged.

  • Another angle of the A bomb site changes

  • One more view...

  • Image of the modifications made to location behind the A bomb site which include a reversement of the stairs.

  • Both of the hallways located in the middle of the map had changes to their lighting or certain textures.

  • Images of the pathway's new entrance to the A bomb site and the connection to the A tunnels.
  • Picture of within the new pathway that has been created to the A bomb site underneath the bank.

  • Multiple flowers have been removed.
  • The flower box has been rasied.

De_Overpass Radar Updates

The modifications made on De_Overpass required that a new radar map be created. Featured below is a image of the player's radar point of view:

Cobblestone Map Changes

  • The roof of B's alternative route has been removed for giving the player more options of using different grenades and smokes. This modification changes the lighting of the room and adds a electrical box to the wall. Also the spray painted "B" has been removed from the outside wall.
  • The flower pot has been removed from CT spawn and some addition greenery has been adjusted around the B bomb site.

  • The tapestry has been adjusted for the reasons of players within the room would blend in to the tapestry.The changes now make it easier to view people from outside the windows.
  • Many modifications have taken place within the castle.This involves changes to how the lighting is displayed. The most noticeable changes are pictured below:

  • Addition miscellaneous textures and objects have been changed around the map. Examples below is the color of a background wall was changed, the ground texture being adjusted, and one stack of hay at A being removed from the bomb site.

Blackgold Map Changes

  • The support beams within the warehouses have had their textures fixed

  • The base of each tower has been modified a little, the sky box changed, and the texture on the yellow pipes have been fixed.

  • Additional images of the texture fixed on support beams the pipes

  • Collision with multiple objects, most noticeable the lights, have been totally erased. As you can see bullets and grenades don't clip with the object in the new version like it used to.

Back-End Changes

Version Released

ClientVersion = 122

ServerVersion = 122

PatchVersion = 1.34.2.0

Overpass Model

Street Lamp's Physic Characteristic Changes

With the revamping of de_overpass for competitive play, the physic characteristics for the street lamp's model has been touched up. The main reason of cleaning up this model is for the purpose of grenades and bullets not clipping on an invisible texture.

The Model's Old Physics Characteristics
The Model's Old Physics Characteristics
The Model's Old Physics Characteristics
The Model's Old Physics Characteristics

The Model's New Physics Characteristics
The Model's New Physics Characteristics
The Model's New Physics Characteristics
The Model's New Physics Characteristics

Dust/Dust 2/Overpass Model

Two Stone Block Model Changes

These stone block models have been modified for the purpose of making changes to Dust/Dust2/Overpass but these models could be used for other content. Featured below is an image of each stone block, and then a image of the model's current physic surroundings.

  • The surface property for Stone Block 1 - A model's physic characteristics has been changed from "Stone" to "Rock".
Stone Block 1 - A
Stone Block 1 - A
Physics Characteristics of Stone Block 1 - A
Physics Characteristics of Stone Block 1 - A

Stone Block 1 - B
Stone Block 1 - B
Physics Characteristics of Stone Block 1 - B
Physics Characteristics of Stone Block 1 - B

Updated and New Strings

Addition strings were added to the resource file named "Demo Important Events". It appears these strings are relating to the HLTV/GOTV functions.

  • Location of these text strings are represented in the demoimportantevents.res

"hltv_status"

{

"uiname" "HLTV Status"

"scanonly" "1"

Adjusted the strings involving De_Overpass's loading screen icons. The changes relate to how and where the icons are displayed on the loading screen.

  • Location of these text strings are represented in the de_overpass.txt

// HLTV overview description file for de_overpass.bsp

"de_aaa"

{

"material" "overviews/de_overpass" // texture file

- "pos_x" "-4438" // upper left world coordinate

- "pos_y" "1494"

- "scale" "4.9"

"pos_x" "-4619" // upper left world coordinate

"pos_y" "1875"

"scale" "5.2"

// loading screen icons and positions

- "CTSpawn_x" "0.52"

- "CTSpawn_y" "0.18"

- "TSpawn_y" "0.88"

- "bombA_y" "0.20"

- "bombB_y" "0.28"

"CTSpawn_x" "0.51"

"CTSpawn_y" "0.24"

"TSpawn_y" "0.91"

"bombA_y" "0.26"

"bombB_y" "0.34"

A new string was added giving items the possibility of a new attribute named "Use After Date".

  • Location of these text string are represented in the csgo_english.txt

// Atributes

"Attrib_UseAfterDate" "Can Be Used After %s1"

Then the strings behind the new "Use After Date" attribute were added below:

  • Location of these text strings are represented in the items_game.txt

"182"

{

"name" "use after date"

"attribute_class" "use_after_date"

"description_format" "value_is_date"

"description_string" "#Attrib_UseAfterDate"

"hidden" "1"

"effect_type" "negative"

The tag value string relating to the eSports 2014 Summer case has been renamed to eSports III case.

  • Location of these text strings are represented in the items_game.txt

"4019"

{

"item_name" "#CSGO_crate_esports_2014_summer"

"item_description" "#CSGO_crate_esports_2014_summer_desc"

"name" "crate_esports_2014_summer"

"image_inventory" "econ/weapon_cases/crate_esports_2014_summer"

"tags"

{

"ItemSet"

- "tag_value" "set_esports_2014_summer"

"tag_value" "set_esports_iii"

Strings were deleted for giving the name tag and the stickers a attribute of always being trade-able.

  • Location of these text strings are represented in the items_game.txt

"1200"

{

"name" "Name Tag"

"first_sale_date" "2013/08/28"

"prefab" "csgo_tool"

"item_name" "#CSGO_Tool_Name_Tag"

"item_type_name" "#CSGO_Tool_Name_TagTag"

"item_description" "#CSGO_Tool_Name_Tag_Desc"

"image_inventory" "econ/tools/tag"

"tool"

{

"type" "name"

"usage_capabilities"

{

"nameable" "1"

}

}

- "attributes"

- {

- "always tradable" "1"

"1209"

{

"name" "Sticker"

"first_sale_date" "2014/01/29"

"prefab" "csgo_tool"

"item_name" "#CSGO_Tool_Sticker"

"item_type_name" "#CSGO_Tool_Sticker"

"item_description" "#CSGO_Tool_Sticker_Desc"

"tool"

{

"type" "sticker"

"usage_capabilities"

{

"can_sticker" "1"

"usable_out_of_game" "1"

}

}

- "attributes"

- {

- "always tradable" "1"

Many of the weapon icon IDs have been changed and now have a new ID number.

  • Location of these text strings are represented in the items_game.txt

- "33488916"

"33357844"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_light"

}

- "33488917"

"33357845"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_medium"

}

- "33488918"

"33357846"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_heavy"

}

- "33488944"

"33357872"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_webs_light"

}

- "33488945"

"33357873"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_webs_medium"

}

- "33488946"

"33357874"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_webs_heavy"

}

- "33489048"

"33357976"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aa_fade_light"

}

- "33489049"

"33357977"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aa_fade_medium"

}

- "33489050"

"33357978"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aa_fade_heavy"

}

- "33489056"

"33357984"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_so_night_light"

}

- "33489057"

"33357985"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_so_night_medium"

}

- "33489058"

"33357986"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_so_night_heavy"

}

- "33489064"

"33357992"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_blued_light"

}

- "33489065"

"33357993"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_blued_medium"

}

- "33489066"

"33357994"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_blued_heavy"

}

- "33489068"

"33357996"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_forced_light"

}

- "33489069"

"33357997"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_forced_medium"

}

- "33489070"

"33357998"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_forced_heavy"

}

- "33489072"

"33358000"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_oiled_light"

}

- "33489073"

"33358001"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_oiled_medium"

}

- "33489074"

"33358002"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_aq_oiled_heavy"

}

- "33489132"

"33358060"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_am_zebra_light"

}

- "33489133"

"33358061"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_am_zebra_medium"

}

- "33489134"

"33358062"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_am_zebra_heavy"

}

- "33489184"

"33358112"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_mesh_tan_light"

}

- "33489185"

"33358113"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_mesh_tan_medium"

}

- "33489186"

"33358114"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_mesh_tan_heavy"

}

- "33489204"

"33358132"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_forest_boreal_light"

}

- "33489205"

"33358133"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_forest_boreal_medium"

}

- "33489206"

"33358134"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_hy_forest_boreal_heavy"

}

- "33489468"

"33358396"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_tape_urban_light"

}

- "33489469"

"33358397"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_tape_urban_medium"

}

- "33489470"

"33358398"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_tape_urban_heavy"

}

- "33489596"

"33358524"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_dapple_light"

}

- "33489597"

"33358525"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_dapple_medium"

}

- "33489598"

"33358526"

{

"icon_path" "econ/default_generated/weapon_knife_tactical_sp_dapple_heavy"

These weapon icon strings were deleted in the last patch. It appears that all the strings that were deleted last week have been added back.

  • Location of these text strings are represented in the items_game.txt

"1049812"

{

"icon_path" "econ/default_generated/weapon_m4a1_cu_m4a1_howling_light"

}

"1049813"

{

"icon_path" "econ/default_generated/weapon_m4a1_cu_m4a1_howling_medium"

}

"1049814"

{

"icon_path" "econ/default_generated/weapon_m4a1_cu_m4a1_howling_heavy"

}

"1835128"

{

"icon_path" "econ/default_generated/weapon_negev_sp_snake_light"

}

"1835129"

{

"icon_path" "econ/default_generated/weapon_negev_sp_snake_medium"

}

"1835130"

{

"icon_path" "econ/default_generated/weapon_negev_sp_snake_heavy"

}

"2097476"

{

"icon_path" "econ/default_generated/weapon_hkp2000_hy_ddpat_desert_light"

}

"2097477"

{

"icon_path" "econ/default_generated/weapon_hkp2000_hy_ddpat_desert_medium"

}

"2097478"

{

"icon_path" "econ/default_generated/weapon_hkp2000_hy_ddpat_desert_heavy"

}

"2359420"

{

"icon_path" "econ/default_generated/weapon_p250_an_gold_light"

}

"2359421"

{

"icon_path" "econ/default_generated/weapon_p250_an_gold_medium"

}

"2359422"

{

"icon_path" "econ/default_generated/weapon_p250_an_gold_heavy"

}

"2556472"

{

"icon_path" "econ/default_generated/weapon_sg556_sp_tape_sand_light"

}

"2556473"

{

"icon_path" "econ/default_generated/weapon_sg556_sp_tape_sand_medium"

}

"2556474"

{

"icon_path" "econ/default_generated/weapon_sg556_sp_tape_sand_heavy"

Strings were added to De_Overpass's Manifest and De_Cobblestone's Manifest

  • Location of these text strings are represented in the de_overpass.manifest de_cbble.manifest

"soundvehiclesjunkerjnk_idle_loop1.wav"

"soundvehiclesjunkerjnk_start_loop1.wav"

"soundvehiclesjunkerjnk_stop1.wav"

"soundvehiclesjunkerjnk_rev_short_loop1.wav"

"soundvehiclesjunkerjnk_firstgear_rev_loop1.wav"

"soundvehiclesjunkerjnk_first.wav"

"soundvehiclesjunkerjnk_second.wav"

"soundvehiclesjunkerjnk_third.wav"

"soundvehiclesjunkerjnk_fourth_cruise_loop2.wav"

"soundvehiclesjunkerjnk_throttle_off_slow_loop2.wav"

"soundvehiclesjunkerjnk_throttle_off_fast_loop1.wav"

"soundvehiclesjunkerjnk_turbo_on_loop1.wav"

"soundvehiclesjunkerskid_lowfriction_nostartdelay.wav"

"soundvehiclesjunkerskid_normalfriction_nostartdelay.wav"

"soundvehiclesjunkerskid_lowfriction_short1.wav"

"soundvehiclesjunkerskid_lowfriction_short2.wav"

"soundvehiclesjunkerskid_lowfriction_short3.wav"

"soundvehiclesjunkerskid_highfriction_short1.wav"

"soundvehiclesjunkerskid_highfriction_short2.wav"

"soundvehiclesjunkerskid_highfriction_short3.wav"

"soundvehiclesjunkerskid_highfriction_short4.wav"

"soundvehiclesjunkerskid_highfriction_short5.wav"

"soundvehiclesjunkersuspension1.wav"

"soundvehiclesjunkersuspension2.wav"

"soundvehiclesjunkersuspension3.wav"

"soundvehiclesjunkersuspension4.wav"

"soundvehiclesjunkersuspension5.wav"

"soundvehiclesjunkersuspension6.wav"

"soundvehiclesjunkersuspension7.wav"

"soundweaponsbknifebknife_backstab01.wav"

"soundweaponsbknifebknife_backstab02.wav"

"soundweaponsbknifebknife_draw01.wav"

"soundweaponsbknifebknife_draw02.wav"

"soundweaponsbknifebknife_look01_a.wav"

"soundweaponsbknifebknife_look01_b.wav"

"soundweaponsbknifebknife_look02_a.wav"

"soundweaponsbknifebknife_look02_b.wav"

"soundweaponsbknifebknife_look03_a.wav"

"soundweaponsbknifebknife_look03_b.wav"

Addition strings were changed in just the De_Cobblestone's Manifest

  • Location of these text strings are represented in the de_cbble.manifest

- "soundmusicvalve_csgo_04chooseteam.mp3"

- "soundmusicvalve_csgo_04startround_01.mp3"

- "soundmusicvalve_csgo_04startaction_01.mp3"

- "soundmusicvalve_csgo_04bombplanted.mp3"

- "soundmusicvalve_csgo_04bombtenseccount.mp3"

- "soundmusicvalve_csgo_04roundtenseccount.mp3"

- "soundmusicvalve_csgo_04wonround.mp3"

- "soundmusicvalve_csgo_04roundmvpanthem.mp3"

- "soundmusicvalve_csgo_04lostround.mp3"

- "soundmusicvalve_csgo_04deathcam.mp3"

- "soundmusicvalve_teamfortress2_01chooseteam.mp3"

- "soundmusicvalve_teamfortress2_01startround_01.mp3"

- "soundmusicvalve_teamfortress2_01startround_02.mp3"

- "soundmusicvalve_teamfortress2_01startround_03.mp3"

- "soundmusicvalve_teamfortress2_01startaction_01.mp3"

- "soundmusicvalve_teamfortress2_01startaction_02.mp3"

- "soundmusicvalve_teamfortress2_01startaction_03.mp3"

- "soundmusicvalve_teamfortress2_01bombplanted.mp3"

- "soundmusicvalve_teamfortress2_01bombtenseccount.mp3"

- "soundmusicvalve_teamfortress2_01roundtenseccount.mp3"

- "soundmusicvalve_teamfortress2_01wonround.mp3"

- "soundmusicvalve_teamfortress2_01roundmvpanthem.mp3"

- "soundmusicvalve_teamfortress2_01lostround.mp3"

- "soundmusicvalve_teamfortress2_01deathcam.mp3"

- "soundmusicvalve_left4dead_01chooseteam.mp3"

- "soundmusicvalve_left4dead_01startround_01.mp3"

- "soundmusicvalve_left4dead_01startround_02.mp3"

- "soundmusicvalve_left4dead_01startround_03.mp3"

- "soundmusicvalve_left4dead_01startaction_01.mp3"

- "soundmusicvalve_left4dead_01startaction_02.mp3"

- "soundmusicvalve_left4dead_01startaction_03.mp3"

- "soundmusicvalve_left4dead_01bombplanted.mp3"

- "soundmusicvalve_left4dead_01bombtenseccount.mp3"

- "soundmusicvalve_left4dead_01roundtenseccount.mp3"

- "soundmusicvalve_left4dead_01wonround.mp3"

- "soundmusicvalve_left4dead_01roundmvpanthem.mp3"

- "soundmusicvalve_left4dead_01lostround.mp3"

- "soundmusicvalve_left4dead_01deathcam.mp3"

- "soundmusicvalve_left4dead2_01chooseteam.mp3"

- "soundmusicvalve_left4dead2_01startround_01.mp3"

- "soundmusicvalve_left4dead2_01startround_02.mp3"

- "soundmusicvalve_left4dead2_01startround_03.mp3"

- "soundmusicvalve_left4dead2_01startaction_01.mp3"

- "soundmusicvalve_left4dead2_01bombplanted.mp3"

- "soundmusicvalve_left4dead2_01bombtenseccount.mp3"

- "soundmusicvalve_left4dead2_01roundtenseccount.mp3"

- "soundmusicvalve_left4dead2_01wonround.mp3"

- "soundmusicvalve_left4dead2_01roundmvpanthem.mp3"

- "soundmusicvalve_left4dead2_01lostround.mp3"

- "soundmusicvalve_left4dead2_01deathcam.mp3"

- "soundmusicvalve_midnightriders_01chooseteam.mp3"

- "soundmusicvalve_midnightriders_01startround_01.mp3"

- "soundmusicvalve_midnightriders_01startround_02.mp3"

- "soundmusicvalve_midnightriders_01startround_03.mp3"

- "soundmusicvalve_midnightriders_01startaction_01.mp3"

- "soundmusicvalve_midnightriders_01startaction_02.mp3"

- "soundmusicvalve_midnightriders_01startaction_03.mp3"

- "soundmusicvalve_midnightriders_01bombplanted.mp3"

- "soundmusicvalve_midnightriders_01bombtenseccount.mp3"

- "soundmusicvalve_midnightriders_01roundtenseccount.mp3"

- "soundmusicvalve_midnightriders_01wonround.mp3"

- "soundmusicvalve_midnightriders_01roundmvpanthem.mp3"

- "soundmusicvalve_midnightriders_01lostround.mp3"

- "soundmusicvalve_midnightriders_01deathcam.mp3"

- "soundmusicvalve_portal2_01chooseteam.mp3"

- "soundmusicvalve_portal2_01startround_01.mp3"

- "soundmusicvalve_portal2_01startround_02.mp3"

- "soundmusicvalve_portal2_01startround_03.mp3"

- "soundmusicvalve_portal2_01startaction_01.mp3"

- "soundmusicvalve_portal2_01startaction_02.mp3"

- "soundmusicvalve_portal2_01startaction_03.mp3"

- "soundmusicvalve_portal2_01bombplanted.mp3"

- "soundmusicvalve_portal2_01bombtenseccount.mp3"

- "soundmusicvalve_portal2_01roundtenseccount.mp3"

- "soundmusicvalve_portal2_01wonround.mp3"

- "soundmusicvalve_portal2_01roundmvpanthem.mp3"

- "soundmusicvalve_portal2_01lostround.mp3"

- "soundmusicvalve_portal2_01deathcam.mp3"

- "soundmusictonesvalve_sweden_01.mp3"

- "soundmusictonesvalve_sweden_02.mp3"

"sounduisticker_scratch1.wav"

"sounduisticker_scratch2.wav"

"sounduisticker_scratch3.wav"

"sounduisticker_scratch4.wav"

"sounduisticker_scratch5.wav"

"sounduisticker_apply.wav"

"sounditemsexosuit_jump_short.wav"

"sounditemsexosuit_jump.wav"

"soundweaponscz75acz75a-1.wav"

"soundweaponscz75acz75a-1-distant.wav"

"soundmusicdren_01chooseteam.mp3"

"soundmusicdren_01startround_01.mp3"

"soundmusicdren_01startround_02.mp3"

"soundmusicdren_01startround_03.mp3"

"soundmusicdren_01startaction_01.mp3"

"soundmusicdren_01startaction_02.mp3"

"soundmusicdren_01startaction_03.mp3"

"soundmusicdren_01bombplanted.mp3"

"soundmusicdren_01bombtenseccount.mp3"

"soundmusicdren_01roundtenseccount.mp3"

"soundmusicdren_01wonround.mp3"

"soundmusicdren_01roundmvpanthem.mp3"

"soundmusicdren_01lostround.mp3"

"soundmusicdren_01deathcam.mp3"

"soundmusicfeedme_01chooseteam.mp3"

"soundmusicfeedme_01startround_01.mp3"

"soundmusicfeedme_01startaction_01.mp3"

"soundmusicfeedme_01startaction_02.mp3"

"soundmusicfeedme_01bombplanted.mp3"

"soundmusicfeedme_01bombtenseccount.mp3"

"soundmusicfeedme_01roundtenseccount.mp3"

"soundmusicfeedme_01wonround.mp3"

"soundmusicfeedme_01roundmvpanthem_01.mp3"

"soundmusicfeedme_01lostround.mp3"

"soundmusicfeedme_01deathcam.mp3"

"soundmusicaustinwintory_01chooseteam.mp3"

"soundmusicaustinwintory_01startround_01.mp3"

"soundmusicaustinwintory_01startround_02.mp3"

"soundmusicaustinwintory_01startaction_01.mp3"

"soundmusicaustinwintory_01startaction_02.mp3"

"soundmusicaustinwintory_01bombplanted.mp3"

"soundmusicaustinwintory_01bombtenseccount.mp3"

"soundmusicaustinwintory_01roundtenseccount.mp3"

"soundmusicaustinwintory_01wonround.mp3"

"soundmusicaustinwintory_01roundmvpanthem.mp3"

"soundmusicaustinwintory_01lostround.mp3"

"soundmusicaustinwintory_01deathcam.mp3"

"soundmusicsasha_01chooseteam.mp3"

"soundmusicsasha_01startround_01.mp3"

"soundmusicsasha_01startaction_01.mp3"

"soundmusicsasha_01bombplanted.mp3"

"soundmusicsasha_01bombtenseccount.mp3"

"soundmusicsasha_01roundtenseccount.mp3"

"soundmusicsasha_01wonround.mp3"

"soundmusicsasha_01roundmvpanthem.mp3"

"soundmusicsasha_01lostround.mp3"

"soundmusicsasha_01deathcam.mp3"

Updated UI Features

Note:The following UI displays do not picture the final product. These images just show us the visual difference between the two versions. Also the following displays will feature the default/sample entries that the devs used.

Journal Panel

Changes were made to the "Pay Grade" selection within the Journal UI.

Display of the included UI that is involved
Display of the included UI that is involved
  • The action-script had changes by removing the Pay Grade from the set up function and by adding a separate ItemID string to the Pay Grade function.
Old ------------------- New
Old ------------------- New
Old ------------------- New
Old ------------------- New

Main Mission Panel

Deletion of a string line for the UI's attribute took place.

Display of the included UI that is involved
Display of the included UI that is involved
  • Modifications have already been made to this line of code in recent patches. The value is the part that has been modified in the past because there were issues with the UI overlapping. Then finally with this patch; the developers have just deleted the whole "Desc" string.
 Old ------------------------------ New
Old ------------------------------ New

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