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CS: GO July 10th Patch - Content Analysis

A new update for Counterstrike: Global Offensive has arrived and brought us the eSports Summer 2014 Case that includes new skins. Also included in this patch are updates to certain maps and many bug fixes.

Comments

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

Front-End Changes

CSGO

  • Introduced the new eSports 2014 Summer Case.

OPERATION BREAKOUT

  • Added quick link to Operation Journal on player profile.
  • Added several new missions to the mission drop list.
  • If you have two missions that you haven't been able to complete for some time and you are eligible for next mission drop, you are now allowed to delete one of your current missions.
  • Journal will auto-close when a competitive match is found.
  • When exiting a lobby, the mission panel now enables properly.
  • Fixed an overlapping mission panel in Play With Friends lobby.

GAMEPLAY

  • Adjusted penetration system to have bullets lose less damage for travelling through mass and more for the initial impact.
  • Increased penetration bonus slightly for penetrating objects that start and end with plastic and cardboard surfaces.
  • Penetration Power for AWP, G3SG1 and SCAR-20 has been lowered slightly because their damage naturally gives them higher penetration.
  • Fixed bad penetration results with surfaces that started bsp and ended displacements or vice versa.
  • Fixed bad penetration results when penetration exit surface was a nodraw surface.
  • Penetrating a glass surface no longer erroneously consumes more damage on impact than other more solid surfaces.
  • sv_showimpacts_penetration now shows how far a bullet penetrated before it terminated and stopped travelling.
  • sv_showimpacts_penetration now shows when the bullets stops.

SDK

  • Added key "Only Spawn-Valid Destinations" to trigger_teleport that allows mapper to ignore teleport targets that are not valid player spawn positions ( blocked by geometry or other players ).
  • Added new demoinfogo.exe command line tool. Run this on a demo file and it will dump out demo packet info to the console. The source code is available in demoinfogo.zip.

MISC

  • Added context menu for all items that tells you how many items you need to fulfill a trade-up contract (entry links to the marketplace, pre-filtered for items that can fulfill the contract).
  • Fixed overview images not loading for custom maps with the dds embedded in the bsp.
  • Added a default image to the loading screen.
  • Additional work on memory savings for servers. Memory consumption should now be 50% or less of what it was two weeks ago.
  • Additional work on memory savings for clients. Memory consumption should be about 165 MB less than it was two weeks ago, which should improve stability on 32-bit Windows.
  • Fixed async rcon socket connections from OSX clients to be fully compliant with standard (thanks protonic86).
  • Fixed a bug that could cause packet loss on Windows servers.
  • Suiciding players or players who died naturally (like world damage) can no longer "save" another player.
  • "You saved X" won't show if the player on your team who you saved is an enemy (like if mp_teammates_are_enemies is on, for example).

MAPS

MIRAGE

  • Updated look of inner middle window wall materials.
  • Updated the Catwalk to Kitchen window bang to better visually designate what is bangable and what isn't.
  • Replaced the vent cover in window room with one that allows more visibility through it.
  • Connecter to A wall now has a blown out, wood covered wall on the left to visually designate a bangable spot to allow more options for taking/retaking A.

DUST

  • Replaced all game-play affecting double doors with the new metal ones.

DUST2

  • Replaced all game-play affecting double doors with the new metal ones.
  • Fixed some bad geometry in various places that allowed bullet penetration when it shouldn't.

INFERNO

  • Replaced non-wallbangable coil at B with bangable variant.
  • Thinned half-wall at B to allow banging down from site.

OVERGROWN

  • Fixed various exploits that allowed you to reach unintended areas.
  • The windows along the top of B are now breakable on T side, the same as they are on CT side.
  • The roof windows at Inside are now breakable.

INSERTION

  • Fixed players getting stuck on each other after a teleport in competitive.
  • Added cover and some foliage to east side of hostage rescue.
  • Added buyzones at teleport destinations.
  • Removed collision from villa windows when glass is broken so grenades can be thrown through them.
  • Minor lighting and visual work.

CASTLE

  • Moved T spawn further away from bomb sites to increase the time it takes to reach them.
  • Moved CT spawn closer to A.
  • Added a big column to A spiral stairs, removed well.
  • Increased brightness.
  • Added another light outside of hut.
  • Decreased reflections on windows.
  • Other minor improvements.

Release of eSports Summer 2014 Case!

Officially funding for the next eSports season has started with this release.

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  • The Winter eSports Key has finally been replaced (New preview image is much larger):

Icon Added: Shortcut to the Journal

Similar shortcut button that Dota 2 features on their player profile to connect to the Compendium
Similar shortcut button that Dota 2 features on their player profile to connect to the Compendium

Custom Maps - Default Loading Screen Added

A new default loading screen display was released with the last update; custom maps that didn't support the new UI system would have their loading screen bugged. Now a default image has been assigned to it if needed.
A new default loading screen display was released with the last update; custom maps that didn't support the new UI system would have their loading screen bugged. Now a default image has been assigned to it if needed.

Impact UI Display Expanded

The new impact UI display that was added in the last patch is having its features smoothed out. The UI system now shows how far your bullet penetrates and when the bullet is stopped.

Dust Dust 2 Map Changes

  • Double doors on both maps have been changed
Dust 2

Dust

Inferno Map Changes

  • The half wall at B has been thinned to allow more bullet penetration on the low ground
  • The unspammable coil has been replaced with one that is spammable

Mirage Map Changes

  • A blown out wall that is covered with wood planks has been added to visually demonstrate the wall is spammable now

  • The kitchen in apartments has been visually updated to demonstrate the location of the spammable window on each side

  • The vent cover has been replaced with a new one to give the player more visibility when looking through it. Plus some other visual modifications were made.
  • Window room's wall has had its textured and appearance modified

Insertion Map Changes

  • Many small changes have been applied to Insertion. One of the most noticeable changes is the color difference with the dirt and grass.

  • Previously throwing grenades through broken windows would glitch often. Sometimes the grenade would overlap and bug with the window's frame. The creator has fixed this issue by just removing the option of the grenade being blocked by the frame.

Castle Map Changes

  • The creator of this map has updated it with different visuals and placing of certain objects. The image that is featured below shows some of the differences with the lighting. Plus the addition change of the background forest.
  • CT's spawn has been widened and the reflective properties have been adjusted for the railings windows.
  • Lighting within the cave has been changed a bit and the texture on the mountain has been adjusted. Plus some background trees have been taken out.
  • T's spawn has been pushed farther back
  • Another angle of T's spawn
  • Addition lighting has been added outside the cabin
  • Another angle of the addition lighting with some minor texture changes
  • The reflective/shiny properties of the windows has been changed. Applies to all windows on the map.
  • The same values were changed for the stream's appearance with the addition of more lighting was added.
  • Point of view of looking in to the cave's entrance
  • Close view of the differences between the old and new windows
  • Changes within the cave

Overgrown Map Changes

  • The window changes has adjusted the lighting within bomb site B
  • Minor textures have been adjusted within the office room
  • Grenades are now able to be thrown through the windows and the glass located on the roof at bomb site B.

De_Castle Radar Updates

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

  • Now featured below is the spectator's radar point of view:

Weapon's Characteristic Changes

With the introduction of a new bullet penetration system in the last patch; there continues to be minor adjustments to each weapon's penetration values. This week's patch touches on the the current values associated with the scoped rifles.

WeaponOld ValueNew Value
AWPPenetration = 3Penetration = 2.5
G3SG1Penetration = 3Penetration = 2.5
Scar 20Penetration = 3Penetration = 2.5
SSG 08Penetration = 3Penetration = 2.5

Surface Property Changes

This is basically a connection to the of the table right above. These surface property values are connected to the new bullet penetration system. With data being collected over the week since this new system has been released; feedback shows that some of the values of certain textures needed to be adjusted.

SurfaceOld ValueNew Value
Solid MetalPenetration Modifier = 0.29Penetration Modifier = 0.27
MetalPenetration Modifier = 0.43Penetration Modifier = 0.4
Metal VentPenetration Modifier = 0.5Penetration Modifier = 0.6
DirtPenetration Modifier = 0.4Penetration Modifier = 0.6
TilePenetration Modifier = 0.65Penetration Modifier = 0.7
Wood BoxPenetration Modifier = 0.85Penetration Modifier = 0.9
Wood CratePenetration Modifier = 0.85Penetration Modifier = 0.9
ConcretePenetration Modifier = 0.4Penetration Modifier = 0.5
AsphlatPenetration Modifier = 0.5Penetration Modifier = 0.55
BrickPenetration Modifier = 0.4Penetration Modifier = 0.47
PlasterPenetration Modifier = 0.65Penetration Modifier = 0.7
CardboardPenetration Modifier = 0.99Penetration Modifier = 0.95
Plastic BoxPenetration Modifier = 0.7Penetration Modifier = 0.75
RubberPenetration Modifier = 0.8Penetration Modifier = 0.85

eSports 2014 Summer Collection

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16 new weapon skins have been added with the 2014 Summer eSports Case.

SSG 08 Dark Water Skin

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MAC-10 Ultraviolet Skin

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USP-S Blood Tiger Skin

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CZ75 Hexane Skin

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Negev Bratatat Skin

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XM1014 Red Python Skin

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PP-Bizon BlueStreak Skin

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P90 Virus Skin

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MP7 Ocean Foam Skin

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Glock-18 Steel Disruption Skin

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Desert Eagle Crimson Web Skin

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AUG Bengal Tiger Skin

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Nova Bloomstick Skin

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AWP Corticera Skin

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M4A4 Bullet Rain Skin

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AK-47 Jaguar Skin

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Back-End Changes

Version Released

ClientVersion = 120

ServerVersion = 120

PatchVersion = 1.34.1.0

Dust Dust 2 Model

Metal Doors Added Model

These metal door models have been added for the purpose of making changes to Dust and Dust 2 but these models could be used for other content. The old double doors were too thin with the implementation of the new penetration system. The fix is not just a easy task like clicking on the double doors in the editor and changing the values manually. The fix was that the texture of the doors had to be changed for a different bullet penetration value. Featured below is an image of the doors, and then a image of the model's current physic surroundings.

Metal Door 1
Metal Door 1
Physics Characteristics of Door 1
Physics Characteristics of Door 1
Metal Door 2
Metal Door 2
Physics Characteristics of Door 2
Physics Characteristics of Door 2

Located below is the addition of the VMT, VTF, and VTF Normal files that are associated with the metal door model's color mask:

Mirage Model

Added Sheet Metal Models

These sheet metal models have been added for the purpose of making changes to Mirage but these models could be used for other content. The old breakaway panels had issues with the visibility of seeing through them. The fix was to create a new sheet metal panel that gave the player better visibility when looking through it. Featured below is an images of the sheet metal panels, and then images of the model's current physic surroundings.

Wall Hole Cover - Sheet Metal
Wall Hole Cover - Sheet Metal
Physics Characteristics of the Wall Hole Cover - Sheet Metal
Physics Characteristics of the Wall Hole Cover - Sheet Metal
Sheet Metal - Shard 1
Sheet Metal - Shard 1
Physics Characteristics of the Sheet Metal Shard 1
Physics Characteristics of the Sheet Metal Shard 1
Sheet Metal - Shard 2
Sheet Metal - Shard 2
Physics Characteristics of the Sheet Metal Shard 2
Physics Characteristics of the Sheet Metal Shard 2
Sheet Metal - Shard 3
Sheet Metal - Shard 3
Physics Characteristics of the Sheet Metal Shard 3
Physics Characteristics of the Sheet Metal Shard 3

Inferno Model

Wood Bomb Shells Model Changes

This wood bomb shell model has been modified for the purpose of making changes to Inferno but these models could be used for other content. Featured below is an image of the wood bomb shell, and then a image of the model's current physic surroundings.

Bomb Shells 1 Wood
Bomb Shells 1 Wood
Physics Characteristics of Bomb Shells 1 Wood
Physics Characteristics of Bomb Shells 1 Wood

Updated and New Strings

Added strings for the new skin's tags and descriptions

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

// Paint Kits

"PaintKit_cu_bullet_rain_m4a1" "It has been custom-painted with a graphic of clouds raining bullets."

"PaintKit_cu_bullet_rain_m4a1_Tag" "Bullet Rain"

"PaintKit_hy_tiger" "It has been painted using a tiger stripe hydrographic."

"PaintKit_hy_tiger_Tag" "Bengal Tiger"

"PaintKit_hy_splatter" "It has been painted using a semi-transparent hydrographic of a splatter pattern over an aqua blue base coat."

"PaintKit_hy_splatter_Tag" "Blue Streak"

"PaintKit_hy_zombie" "It has been painted using a zombie hydrographic over a green base coat."

"PaintKit_hy_zombie_Tag" "Virus"

"PaintKit_cu_spring_nova" "It has been airbrushed by hand with a cherry blossom motif, then given a high-gloss top coat."

"PaintKit_cu_spring_nova_Tag" "Bloomstick"

"PaintKit_cu_favela" "It has has been painted with a corticera tree motif."

"PaintKit_cu_favela_Tag" "Corticera"

"PaintKit_am_ossify_blue" "It has been painted using a transparent blue abstract hydrographic over a metallic base coat."

"PaintKit_aq_steel" "It is still perfectly operational although the exterior surfaces have rusted."

"PaintKit_hy_snakeskin_red_Tag" "Red Python"

"PaintKit_cu_panther_ak47" "It has been custom painted with the image of a panther over a tiger camo background."

"PaintKit_cu_panther_ak47_Tag" "Jaguar"

"PaintKit_cu_bratatat_negev" "It has been custom painted with comic book onomatopoeia and bullet holes."

"PaintKit_cu_bratatat_negev_Tag"

// Keep the key names short, they're networked down to clients

"RI_Wp" "Weapon"

Added strings for new displays that are connected with the quest system

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

// Quests!

"quest_action_round_win" "round wins"

// win quests

"Quest_Win_Rounds_Map" "Threat Neutralized: <b>%mapgroup%</b>"

"Quest_Win_Rounds_Map_desc" "Win rounds in Competitive matches of <b>%mapgroup%</b>."

Strings were updated/added for the UI descriptions of eSports keys, trade up values, and the UI prompt of deleting your quests.

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

//Main Menu

- "SFUI_Store_Hint_E-Sports_Weapon_Case_Key_1" "Now opens the new Winter Case!"

"SFUI_Store_Hint_E-Sports_Weapon_Case_Key_1" "Opens any eSports Case"

//Main Menu : Inventory Panel

"SFUI_InvContextMenu_tradeup_More" "Use With Trade Up Contract ( %s1/10 )"

- "SFUI_InvError_Refuse_Mission" "Are you sure you want to delete n<b><font color='#FFFFFF'>%s1 ?</b></font>"

"SFUI_InvError_Refuse_Mission" "Are you sure you want to delete n<b><font color='#FFFFFF'>%s1 ?</b></font> n<b>"

"SFUI_InvError_Refuse_Mission_Text" "After deletion, complete a match to earn your next mission."

Back end strings were added for the option to delete your quests

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

"quest_prefab"

{

"name" "quest_item"

"item_class" "collectible_item"

"item_type_name" "#CSGO_Type_Quest"

"item_name" "#CSGO_Type_Quest"

"item_description" "#CSGO_Quest_Desc"

"icon_default_image" "materials/icons/inventory_icon_quest.vtf"

"image_inventory" "backpack/crafting/quest"

"item_quality" "unique"

"item_rarity" "common"

"min_ilevel" "1"

"max_ilevel" "1"

"image_inventory_size_w" "128"

"image_inventory_size_h" "82"

"mouse_pressed_sound" "ui/item_paper_pickup.wav"

"drop_sound" "ui/item_paper_pickup.wav"

"capabilities"

{

"can_delete" "1"

}

Strings were updated to change the name and descriptions of items related to eSport Cases and Keys

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

- "CSGO_crate_esports_2013" "eSports Case"

"CSGO_crate_esports_2013" "eSports 2013 Case"

"CSGO_crate_esports_2013_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

- "CSGO_crate_esports_2013_winter" "eSports Winter Case"

"CSGO_crate_esports_2013_winter" "eSports 2013 Winter Case"

"CSGO_crate_esports_2013_winter_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

"CSGO_crate_esports_2014_summer" "eSports 2014 Summer Case"

"CSGO_crate_esports_2014_summer_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

// SET DESCRIPTIONS

- "CSGO_set_esports_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

// "CSGO_set_esports_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

- "CSGO_set_esports_ii" "The eSports Winter Collection"

- "CSGO_set_esports_ii_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

"CSGO_set_esports_ii" "The eSports 2013 Winter Collection"

// "CSGO_set_esports_ii_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

"CSGO_set_esports_2014_summer" "The eSports 2014 Summer Collection"

// "CSGO_set_esports_2014_summer_desc" "A portion of the proceeds from the key used to unlock this will help support CS:GO professional tournament prize pools."

Strings added for the release of more quests that are now available

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

"81"

{

"name" "Win Rounds Competitive Dust"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_dust"

"expression" " %roundwins% "

}

"82"

{

"name" "Win Rounds Competitive Dust2"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_dust2"

"expression" " %roundwins% "

}

"83"

{

"name" "Win Rounds Competitive Train"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_train"

"expression" " %roundwins% "

}

"84"

{

"name" "Win Rounds Competitive Inferno"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_inferno"

"expression" " %roundwins% "

}

"85"

{

"name" "Win Rounds Competitive Nuke"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_nuke"

"expression" " %roundwins% "

}

"86"

{

"name" "Win Rounds Competitive Italy"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_cs_italy"

"expression" " %roundwins% "

}

"87"

{

"name" "Win Rounds Competitive Office"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_cs_office"

"expression" " %roundwins% "

}

"88"

{

"name" "Win Rounds Competitive Aztec"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_aztec"

"expression" " %roundwins% "

}

"89"

{

"name" "Win Rounds Competitive Vertigo"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_vertigo"

"expression" " %roundwins% "

}

"90"

{

"name" "Win Rounds Competitive Militia"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_cs_militia"

"expression" " %roundwins% "

}

"91"

{

"name" "Win Rounds Competitive Mirage"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_mirage"

"expression" " %roundwins% "

}

"92"

{

"name" "Win Rounds Competitive Overpass"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_overpass"

"expression" " %roundwins% "

}

"93"

{

"name" "Win Rounds Competitive Cobblestone"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_cbble"

"expression" " %roundwins% "

}

"94"

{

"name" "Win Rounds Competitive Cache"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_cache"

"expression" " %roundwins% "

}

"95"

{

"name" "Win Rounds Competitive Assault"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_cs_assault"

"expression" " %roundwins% "

}

"96"

{

"name" "Win Rounds Competitive Castle"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_castle"

"expression" " %roundwins% "

}

"97"

{

"name" "Win Rounds Competitive Overgrown"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_overgrown"

"expression" " %roundwins% "

}

"98"

{

"name" "Win Rounds Competitive Black Gold"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_blackgold"

"expression" " %roundwins% "

}

"99"

{

"name" "Win Rounds Competitive Rush"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_cs_rush"

"expression" " %roundwins% "

}

"100"

{

"name" "Win Rounds Competitive Mist"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_de_mist"

"expression" " %roundwins% "

}

"101"

{

"name" "Win Rounds Competitive Insertion"

"loc_name" "#Quest_Win_Rounds_Map"

"loc_description" "#Quest_Win_Rounds_Map_desc"

"string_tokens"

{

"action" "#quest_action_round_win"

}

"gamemode" "competitive"

"mapgroup" "mg_cs_insertion"

"expression" " %roundwins% "

Added strings for the eSports 2014 Summer Case and Key

  • 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"

"prefab" "weapon_case"

"associated_items"

{

"1204" "1"

}

"tool"

{

"restriction" "esports_crate_key"

}

"attributes"

{

"set supply crate series"

{

"attribute_class" "supply_crate_series"

"value" "19"

}

}

"tags"

{

"ItemSet"

{

"tag_value" "set_esports_2014_summer"

"tag_text" "#CSGO_set_esports_2014_summer"

"tag_group" "ItemSet"

"tag_group_text" "#SFUI_InvTooltip_SetTag"

String updates added a more defined date attached to the eSports keys, and further detail descriptions were added to the eSport cases

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

"1204"

{

"name" "E-Sports Weapon Case Key 1"

"item_name" "#CSGO_esports_crate_key_1"

"item_description" "#CSGO_esports_crate_key_1_desc"

- "first_sale_date" "2013/12/18"

"first_sale_date" "2014/07/09"

"prefab" "weapon_case_key"

"image_inventory" "econ/tools/weapon_case_key_special_1"

"tool"

{

"restriction" "esports_crate_key"

}

"4002"

{

"item_name" "#CSGO_crate_esports_2013"

"item_description" "#CSGO_crate_esports_2013_desc"

"name" "crate_esports_2013"

"image_inventory" "econ/weapon_cases/crate_esports_2013"

"prefab" "weapon_case"

"associated_items"

{

"1204" "1"

}

"tool"

{

"restriction" "esports_crate_key"

}

"attributes"

{

"set supply crate series"

{

"attribute_class" "supply_crate_series"

"value" "2"

}

}

"tags"

{

"ItemSet"

{

"tag_value" "set_esports"

"tag_text" "#CSGO_set_esports"

"tag_group" "ItemSet"

"tag_group_text" "#SFUI_InvTooltip_SetTag"

}

"4005"

{

"item_name" "#CSGO_crate_esports_2013_winter"

"item_description" "#CSGO_crate_esports_2013_winter_desc"

Many string changes took place with the addition of the new skins that came in the summer case. But more interesting to take note on is that these weapon skins have had their strings deleted from the client.

  • 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"

}

String updates included the addition of new paint kits contained within this case and for future skins

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

"9"

{

"name" "hy_tiger"

"description_string" "#PaintKit_hy_tiger"

"description_tag" "#PaintKit_hy_tiger_Tag"

"pattern" "tiger"

"wear_default" "0.200000"

"seed" "33"

"style" "2"

"color0" "224 213 206"

"color1" "193 103 37"

"color2" "25 20 17"

"color3" "1 1 1"

"phongintensity" "13"

"pattern_scale" "3"

"pattern_offset_x_start" "0.000000"

"pattern_offset_x_end" "3.000000"

"pattern_offset_y_start" "0.200000"

"pattern_offset_y_end" "0.200000"

"pattern_rotate_start" "0"

"pattern_rotate_end" "0"

"ignore_weapon_size_scale" "1"

}

"13"

{

"name" "hy_splatter"

"description_string" "#PaintKit_hy_splatter"

"description_tag" "#PaintKit_hy_splatter_Tag"

"pattern" "splatter"

"wear_default" "0.140000"

"seed" "7"

"style" "2"

"color0" "32 180 236"

"color1" "16 140 188 "

"color2" "10 89 120"

"color3" "16 16 16"

"phongintensity" "10"

"pattern_scale" "2.500000"

"pattern_offset_y_start" "0"

"pattern_offset_y_end" "1"

"pattern_offset_x_start" "0"

"pattern_offset_x_end" "1"

"pattern_rotate_start" "-15"

"pattern_rotate_end" "15"

"ignore_weapon_size_scale" "1"

}

"20"

{

"name" "hy_zombie"

"description_string" "#PaintKit_hy_zombie"

"description_tag" "#PaintKit_hy_zombie_Tag"

"pattern" "zombie"

"wear_default" "0.050000"

"seed" "2"

"style" "2"

"color0" "84 130 10"

"color1" "84 130 10"

"color2" "4 4 4"

"color3" "18 34 8"

"phongintensity" "20"

"pattern_scale" "4"

"pattern_offset_x_start" "0"

"pattern_offset_x_end" "1"

"pattern_offset_y_start" "0"

"pattern_offset_y_end" "1"

"pattern_rotate_start" "-2"

"pattern_rotate_end" "2"

}

"62"

{

"name" "cu_spring_nova"

"description_string" "#PaintKit_cu_spring_nova"

"description_tag" "#PaintKit_cu_spring_nova_Tag"

"pattern" "spring_nova"

"wear_default" "0.060000"

"phongexponent" "62"

"style" "7"

"pattern_scale" "1"

"ignore_weapon_size_scale" "1"

}

"155"

{

"name" "cu_bullet_rain_m4a1"

"description_string" "#PaintKit_cu_bullet_rain_m4a1"

"description_tag" "#PaintKit_cu_bullet_rain_m4a1_Tag"

"pattern" "bullet_rain_m4"

"wear_default" "0.080000"

"style" "7"

"pattern_scale" "1"

"phongintensity" "153"

"phongexponent" "128"

"ignore_weapon_size_scale" "1"

"wear_remap_min" "0.020000"

"wear_remap_max" "0.460000"

}

"181"

{

"name" "cu_favela_awp"

"description_string" "#PaintKit_cu_favela"

"description_tag" "#PaintKit_cu_favela_Tag"

"style" "7"

"pattern" "favela_awp"

"pattern_scale" "1.297000"

"ignore_weapon_size_scale" "1"

"phongintensity" "153"

"phongexponent" "128"

"pattern_offset_x_start" "-0.220000"

"pattern_offset_x_end" "-0.220000"

"pattern_offset_y_start" "-0.298000"

"pattern_offset_y_end" "-0.298000"

"wear_remap_max" "0.300000"

}

"184"

{

"name" "cu_favela_p2000"

"description_string" "#PaintKit_cu_favela"

"description_tag" "#PaintKit_cu_favela_Tag"

"style" "7"

"pattern" "favela_p2000"

"pattern_scale" "1.400000"

"ignore_weapon_size_scale" "1"

"phongintensity" "153"

"phongexponent" "128"

"pattern_offset_x_start" "-0.080000"

"pattern_offset_x_end" "-0.080000"

"pattern_offset_y_start" "-0.200000"

"pattern_offset_y_end" "-0.200000"

"wear_remap_max" "0.300000"

}

"213"

{

"name" "am_ossify_blue"

"description_string" "#PaintKit_am_ossify_blue"

"description_tag" "#PaintKit_am_ossify_blue_Tag"

"pattern" "ossify"

"wear_default" "0.020000"

"style" "5"

"color0" "37 52 90"

"color1" "68 92 157"

"color2" "88 96 114"

"color3" "73 74 78"

"phongalbedoboost" "100"

"pattern_scale" "4"

"pattern_offset_x_start" "0"

"pattern_offset_x_end" "1"

"pattern_offset_y_start" "0"

"pattern_offset_y_end" "1"

"pattern_rotate_start" "0"

"pattern_rotate_end" "360"

"wear_remap_min" "0.000000"

"wear_remap_max" "0.080000"

}

"316"

{

"name" "cu_panther_ak47"

"description_string" "#PaintKit_cu_panther_ak47"

"description_tag" "#PaintKit_cu_panther_ak47_Tag"

"style" "7"

"pattern" "panther_ak47"

"pattern_scale" "1.000000"

"phongexponent" "64"

"phongintensity" "32"

"ignore_weapon_size_scale" "1"

"only_first_material" "0"

"pattern_offset_x_start" "0.000000"

"pattern_offset_x_end" "0.000000"

"pattern_offset_y_start" "0.000000"

"pattern_offset_y_end" "0.000000"

"pattern_rotate_start" "0.000000"

"pattern_rotate_end" "0.000000"

"wear_remap_min" "0.000000"

"wear_remap_max" "1.000000"

}

"317"

{

"name" "cu_bratatat_negev"

"description_string" "#PaintKit_cu_bratatat_negev"

"description_tag" "#PaintKit_cu_bratatat_negev_Tag"

"style" "7"

"pattern" "bratatat_negev"

"pattern_scale" "1.000000"

"phongexponent" "32"

"phongintensity" "25"

"ignore_weapon_size_scale" "1"

"only_first_material" "0"

"pattern_offset_x_start" "0.000000"

"pattern_offset_x_end" "0.000000"

"pattern_offset_y_start" "0.000000"

"pattern_offset_y_end" "0.000000"

"pattern_rotate_start" "0.000000"

"pattern_rotate_end" "0.000000"

"wear_remap_min" "0.000000"

"wear_remap_max" "1.000000"

}

"320"

{

"name" "hy_snakeskin_red"

"description_string" "#PaintKit_snakeskin"

"description_tag" "#PaintKit_hy_snakeskin_red_Tag"

"style" "2"

"pattern" "snakeskin"

"color0" "47 34 2"

"color1" "63 15 3"

"color2" "13 10 10"

"color3" "67 65 59"

"pattern_scale" "5.000000"

"phongexponent" "255"

"phongintensity" "30"

"ignore_weapon_size_scale" "0"

"only_first_material" "0"

"pattern_offset_x_start" "0.000000"

"pattern_offset_x_end" "1.000000"

"pattern_offset_y_start" "0.000000"

"pattern_offset_y_end" "1.000000"

"pattern_rotate_start" "0.000000"

"pattern_rotate_end" "360.000000"

"wear_remap_min" "0.080000"

"wear_remap_max" "0.500000"

String additions for De_Dust2's and De_Mirage's Manifest took place

  • Location of these text strings are represented in the de_dust2.manifest and de_mirage.manifest

"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"

Strings were added for the classification of the new skin's rarity level

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

"paint_kits_rarity"

"hy_tiger" "legendary"

"hy_splatter" "mythical"

"hy_zombie" "mythical"

"cu_spring_nova" "legendary"

"cu_bullet_rain_m4a1" "ancient"

"cu_favela_awp" "mythical"

"cu_favela_p2000" "mythical"

"am_ossify_blue" "mythical"

"cu_panther_ak47" "legendary"

"cu_bratatat_negev" "rare"

"hy_snakeskin_red" "rare"

Back-end strings were added to connect the skins that are included within the eSports Summer Case

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

Item Sets

"set_esports_iii"

{

"name" "#CSGO_set_esports_2014_summer"

"set_description" "#CSGO_set_esports_2014_summer_desc"

"is_collection" "1"

"items"

{

"[am_zebra_dark]weapon_ssg08" "1"

"[so_purple]weapon_mac10" "1"

"[hy_redtiger]weapon_usp_silencer" "1"

"[hy_bluehex]weapon_cz75a" "1"

"[cu_bratatat_negev]weapon_negev" "1"

"[hy_snakeskin_red]weapon_xm1014" "1"

"[hy_splatter]weapon_bizon" "1"

"[hy_zombie]weapon_p90" "1"

"[am_ossify_blue]weapon_mp7" "1"

"[am_ddpatdense_silver]weapon_glock" "1"

"[hy_webs_darker]weapon_deagle" "1"

"[hy_tiger]weapon_aug" "1"

"[cu_spring_nova]weapon_nova" "1"

"[cu_favela_awp]weapon_awp" "1"

"[cu_favela_p2000]weapon_hkp2000" "1"

"[cu_bullet_rain_m4a1]weapon_m4a1" "1"

"[cu_panther_ak47]weapon_ak47" "1"

Then these strings were added for the classification of each skin's rarity loot order within the eSports Summer Case

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

Client Loot List

"crate_esports_2014_summer_rare"

{

"[am_zebra_dark]weapon_ssg08" "1"

"[so_purple]weapon_mac10" "1"

"[hy_redtiger]weapon_usp_silencer" "1"

"[hy_bluehex]weapon_cz75a" "1"

"[cu_bratatat_negev]weapon_negev" "1"

"[hy_snakeskin_red]weapon_xm1014" "1"

}

"crate_esports_2014_summer_mythical"

{

"[hy_splatter]weapon_bizon" "1"

"[hy_zombie]weapon_p90" "1"

"[am_ossify_blue]weapon_mp7" "1"

"[am_ddpatdense_silver]weapon_glock" "1"

"[hy_webs_darker]weapon_deagle" "1"

}

"crate_esports_2014_summer_legendary"

{

"[hy_tiger]weapon_aug" "1"

"[cu_spring_nova]weapon_nova" "1"

"[cu_favela_awp]weapon_awp" "1"

"[cu_favela_p2000]weapon_hkp2000" "1"

}

"crate_esports_2014_summer_ancient"

{

"[cu_bullet_rain_m4a1]weapon_m4a1" "1"

"[cu_panther_ak47]weapon_ak47" "1"

}

Finally these strings were added to confirm what rarity levels are available and included within the eSports Summer Case

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

"crate_valve_1"

"crate_esports_2014_summer"

{

"crate_esports_2014_summer_rare" "1"

"crate_esports_2014_summer_mythical" "1"

"crate_esports_2014_summer_legendary" "1"

"crate_esports_2014_summer_ancient" "1"

"unusual_revolving_list" "1"

}

Addition strings were changed to De_Dust's Manifest

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

- "sounduifreeze_cam.wav"

- "sounduiarm_bomb.wav"

- "soundmusic01selected_b01.wav"

- "soundmusic01startround_b01.wav"

- "soundmusic01startround_b02.wav"

- "soundmusic01startround_b03.wav"

- "soundmusic01startaction_b01.wav"

- "soundmusic01bombplanted_b01.wav"

- "soundmusic01bombtenseccount_b01.wav"

- "soundmusic01tenseccount_b01.wav"

- "soundmusic01wonround_b01.wav"

- "soundmusic01lostround_b01.wav"

- "soundmusic01deathcam_b01.wav"

- "soundmusic03selected_b01.wav"

- "soundmusic03startround_b01.wav"

- "soundmusic03startaction_b01.wav"

- "soundmusic03bombplanted_b01.wav"

- "soundmusic03bombtenseccount_b01.wav"

- "soundmusic03tenseccount_b01.wav"

- "soundmusic03wonround_b01.wav"

- "soundmusic03lostround_b01.wav"

- "soundmusic03deathcam_b01.wav"

"soundweaponsmovement1.wav"

"soundweaponsmovement3.wav"

"soundweaponsc4c4_initiate.wav"

"soundweaponsc4key_press1.wav"

"soundweaponsc4key_press2.wav"

"soundweaponsc4key_press3.wav"

"soundweaponsc4key_press4.wav"

"soundweaponsc4key_press5.wav"

"soundweaponsc4key_press6.wav"

"soundweaponsc4key_press7.wav"

"sounduiarm_bomb.wav"

"soundweaponsmolotovmolotov_detonate_1_distant.wav"

"soundweaponsmolotovmolotov_detonate_2_distant.wav"

"soundweaponsmolotovmolotov_detonate_3_distant.wav"

"soundweaponsincgrenadeinc_grenade_detonate_1_distant.wav"

"soundweaponsincgrenadeinc_grenade_detonate_2_distant.wav"

"soundweaponsincgrenadeinc_grenade_detonate_3_distant.wav"

"soundweaponssmokegrenadesg_explode_distant.wav"

"soundweaponshegrenadeexplode3_distant.wav"

"soundweaponshegrenadeexplode4_distant.wav"

"soundweaponshegrenadeexplode5_distant.wav"

"soundweaponsflashbangflashbang_explode1_distant.wav"

"soundweaponsflashbangflashbang_explode2_distant.wav"

"soundplayerbhit_helmet-1.wav"

"soundplayerheadshot1.wav"

"soundplayerheadshot2.wav"

"soundweaponsmovement2.wav"

"soundplayerpl_respawn.wav"

"soundmusickill_bonus.wav"

"soundhostagehusehostage_breath.wav"

"sounduiitem_drop.wav"

"sounduiitem_drop_personal.wav"

"sounduiitem_drop1_common.wav"

"sounduiitem_drop2_uncommon.wav"

"sounduiitem_drop3_rare.wav"

"sounduiitem_drop4_mythical.wav"

"sounduiitem_drop5_legendary.wav"

"sounduiitem_drop6_ancient.wav"

"sounduibonus_alert_start.wav"

"sounduibonus_alert_end.wav"

"sounduiachievement_earned.wav"

"sounduicsgo_ui_button_rollover_large.wav"

"sounduicsgo_ui_crate_display.wav"

"sounduicsgo_ui_crate_open.wav"

"sounduicsgo_ui_crate_item_scroll.wav"

"sounduicsgo_ui_page_scroll.wav"

"sounduicsgo_ui_contract_type1.wav"

"sounduicsgo_ui_contract_type2.wav"

"sounduicsgo_ui_contract_type3.wav"

"sounduicsgo_ui_contract_type4.wav"

"sounduicsgo_ui_contract_type5.wav"

"sounduicsgo_ui_contract_type6.wav"

"sounduicsgo_ui_contract_type7.wav"

"sounduicsgo_ui_contract_type8.wav"

"sounduicsgo_ui_contract_type9.wav"

"sounduicsgo_ui_contract_type10.wav"

"sounduicsgo_ui_contract_seal.wav"

"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"

"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"

"soundweaponscz75acz75a-1.wav"

"soundweaponscz75acz75a-1-distant.wav"

"soundweaponsuspusp_silencer_screw_on_start.wav"

"soundweaponsuspusp_silencer_screw_off_end.wav"

"soundweaponsuspusp_silencer_screw1.wav"

"soundweaponsuspusp_silencer_screw2.wav"

"soundweaponsuspusp_silencer_screw3.wav"

"soundweaponsuspusp_silencer_screw4.wav"

"soundweaponsuspusp_silencer_screw5.wav"

"soundweaponsm4a1m4a1-1-single.wav"

"soundweaponsm4a1m4a1-1-single-distant.wav"

"soundweaponsm4a1m4a1_silencer_screw_on_start.wav"

"soundweaponsm4a1m4a1_silencer_screw_off_end.wav"

"soundweaponsm4a1m4a1_silencer_screw_1.wav"

"soundweaponsm4a1m4a1_silencer_screw_2.wav"

"soundweaponsm4a1m4a1_silencer_screw_3.wav"

"soundweaponsm4a1m4a1_silencer_screw_4.wav"

"soundweaponsm4a1m4a1_silencer_screw_5.wav"

"soundweaponseliteelite_taunt_tap.wav"

"soundweaponsc4c4_plant_quiet.wav"

"sounditemsnvg_on.wav"

"soundweaponsmolotovmolotov_extinguish.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"

"soundambientopera.wav"

"soundambientmachinestrain_overpass.wav"

"soundambientmachinestrain_overpass2.wav"

"soundambientmachinestrain_overpass3.wav"

"soundambientmachinestrain_overpass4.wav"

"soundambientmisctechno_overpass.wav"

"soundmusicvalve_csgo_01chooseteam.mp3"

"soundmusicvalve_csgo_01startround_01.mp3"

"soundmusicvalve_csgo_01startround_02.mp3"

"soundmusicvalve_csgo_01startround_03.mp3"

"soundmusicvalve_csgo_01startaction_01.mp3"

"soundmusicvalve_csgo_01bombplanted.mp3"

"soundmusicvalve_csgo_01bombtenseccount.mp3"

"soundmusicvalve_csgo_01tenseccount.mp3"

"soundmusicvalve_csgo_01wonround.mp3"

"soundmusicvalve_csgo_01lostround.mp3"

"soundmusicvalve_csgo_01deathcam.mp3"

"soundmusicvalve_csgo_02chooseteam.mp3"

"soundmusicvalve_csgo_02startround_01.mp3"

"soundmusicvalve_csgo_02startaction_01.mp3"

"soundmusicvalve_csgo_02bombplanted.mp3"

"soundmusicvalve_csgo_02bombtenseccount.mp3"

"soundmusicvalve_csgo_02tenseccount.mp3"

"soundmusicvalve_csgo_02wonround.mp3"

"soundmusicvalve_csgo_02lostround.mp3"

"soundmusicvalve_csgo_02deathcam.mp3"

"soundmusicnoisia_01chooseteam.mp3"

"soundmusicnoisia_01startround_01.mp3"

"soundmusicnoisia_01startround_02.mp3"

"soundmusicnoisia_01startaction_01.mp3"

"soundmusicnoisia_01startaction_02.mp3"

"soundmusicnoisia_01bombplanted.mp3"

"soundmusicnoisia_01bombtenseccount.mp3"

"soundmusicnoisia_01roundtenseccount.mp3"

"soundmusicnoisia_01wonround.mp3"

"soundmusicnoisia_01roundmvpanthem.mp3"

"soundmusicnoisia_01lostround.mp3"

"soundmusicnoisia_01deathcam.mp3"

"soundmusicnoisia_tbd_02chooseteam.mp3"

"soundmusicnoisia_tbd_02startround_01.mp3"

"soundmusicnoisia_tbd_02startround_02.mp3"

"soundmusicnoisia_tbd_02startaction_01.mp3"

"soundmusicnoisia_tbd_02startaction_02.mp3"

"soundmusicnoisia_tbd_02bombplanted.mp3"

"soundmusicnoisia_tbd_02bombtenseccount.mp3"

"soundmusicnoisia_tbd_02roundtenseccount.mp3"

"soundmusicnoisia_tbd_02wonround.mp3"

"soundmusicnoisia_tbd_02roundmvpanthem.mp3"

"soundmusicnoisia_tbd_02lostround.mp3"

"soundmusicnoisia_tbd_02deathcam.mp3"

"soundmusicseanmurray_01chooseteam.mp3"

"soundmusicseanmurray_01startround_01.mp3"

"soundmusicseanmurray_01startround_02.mp3"

"soundmusicseanmurray_01startaction_01.mp3"

"soundmusicseanmurray_01startaction_02.mp3"

"soundmusicseanmurray_01bombplanted.mp3"

"soundmusicseanmurray_01bombtenseccount.mp3"

"soundmusicseanmurray_01roundtenseccount.mp3"

"soundmusicseanmurray_01wonround.mp3"

"soundmusicseanmurray_01roundmvpanthem.mp3"

"soundmusicseanmurray_01lostround.mp3"

"soundmusicseanmurray_01deathcam.mp3"

"soundmusicdanielsadowski_01chooseteam.mp3"

"soundmusicdanielsadowski_01startround_01.mp3"

"soundmusicdanielsadowski_01startaction_01.mp3"

"soundmusicdanielsadowski_01bombplanted.mp3"

"soundmusicdanielsadowski_01bombtenseccount.mp3"

"soundmusicdanielsadowski_01roundtenseccount.mp3"

"soundmusicdanielsadowski_01wonround.mp3"

"soundmusicdanielsadowski_01roundmvpanthem.mp3"

"soundmusicdanielsadowski_01lostround.mp3"

"soundmusicdanielsadowski_01deathcam.mp3"

"soundmusicrobertallaire_01chooseteam.mp3"

"soundmusicrobertallaire_01startround_01.mp3"

"soundmusicrobertallaire_01startround_02.mp3"

"soundmusicrobertallaire_01startaction_01.mp3"

"soundmusicrobertallaire_01startaction_02.mp3"

"soundmusicrobertallaire_01bombplanted.mp3"

"soundmusicrobertallaire_01bombtenseccount.mp3"

"soundmusicrobertallaire_01roundtenseccount.mp3"

"soundmusicrobertallaire_01wonround.mp3"

"soundmusicrobertallaire_01roundmvpanthem.mp3"

"soundmusicrobertallaire_01lostround.mp3"

"soundmusicrobertallaire_01deathcam.mp3"

"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"

"soundcommandercommander_comment_08.wav"

"soundcommandergamecommander_09.wav"

"soundcommandertrain_bombplantbfail_01.wav"

"soundcommandertrain_bombplantbdefusing_01c.wav"

"soundcommandergamecommander_08.wav"

"soundcommandercommander_comment_04.wav"

"soundplayervofbihrtaffirmative01.wav"

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.

Hud Alert Panel

This UI system involves overlays of any "alert" or temporary UI changes. For example this covers the gift UI system that is featured at the start of each game. The system also includes the alert notifications that appear on the side of your screen either for certain game types or certain items (bomb).

Display of the included UI changes that were involved

Display of the included UI that is involved
Display of the included UI that is involved
  • The action-script changes involve fixing glitches with overlapping of extending characters and layers. Also issues with the UI radar map disappearing were fixed.
Old ----------- New
Old ----------- New
Old ----------- New
Old ----------- New
Old
Old

Inventory Panel

This UI system involves many different aspects related to the inventory UI functions.

Display of the included UI that is involved
Display of the included UI that is involved

Display of the included UI that is involved
Display of the included UI that is involved
  • The action-script features a addition of a context menu for all items and this details how many items you need to fulfill the trade up contract. It also connects the items to the marketplace.
Old ----------- New
Old ----------- New
Old ----------- New
Old ----------- New
Old ----------- New
Old ----------- New
New
New
New
New
Old ------------------------ New
Old ------------------------ New
New
New

Main Mission Panel

The main mission panels had some glitches fixed and it's appearance change a bit. The main mission panel will now enable properly when exiting a lobby and it will no longer overlap the lobby UI.

  • Featured below is the display of the included UI changes that were involved (Without any default or sample string involved)

Display of the included UI changes that was involved

Player Profile Panel

The most notable change that the player profile UI featured is the addition of the journal shortcut button.

Display of the included UI changes that was involved
  • The action-script had addition of the shortcut journal button on the player profile, and moves around some of the other icons that are displayed. Also fixing the mistakes of the ordering of certain functions within the action-script took place. The mistakes could have been causing glitches but if it wasn't then the UI will be more smooth from now on.
New
New
Old -------------------- New
Old -------------------- New
New
New

Journal Panel

A few changes were made to the Journal UI system.

Display of the included UI that is involved
Display of the included UI that is involved
  • Additions were made to the action-script that will auto close the journal when a competitive match is found.
New
New
New
New

Loading Screen UI

A new loading screen UI system was launched with the patch last week. The system had some bugs/glitches, and this update fixed those problems.

Display of the included UI changes that was involved

  • Basically all of the following action-script changes below are connected to fixing the issue of a default loading screen not functioning after last weeks update. The action-script also includes fixes to the default image of the map overview being launched when the creator has not included that image or it does not appear to be there (could be the wrong format)
Old ----------- New
Old ----------- New
Old ------------------------------------ New
Old ------------------------------------ New
Old ----------------------------------- New
Old ----------------------------------- New
Old ----------------------------------- New
Old ----------------------------------- New
New
New
Old
Old
Old ----------------------------------- New
Old ----------------------------------- New

Lobby UI

Many of the bugs/glitches relating with the lobby UI involving overlapping and other problems were mostly fixed.

Display of the included UI that is involved
Display of the included UI that is involved
  • The following action-script changes below relate to overlap issues of how the mission panel and journal interacted with the user when in a lobby. The other action-script that was added is how the journal opens for the users while in a lobby, and how it closes during certain situations.
Old --------------------------------------------- New
Old --------------------------------------------- New
Old --------------------------------------------- New
Old --------------------------------------------- New
Old --------------------------------------------- New
Old --------------------------------------------- New
New
New
New
New
New
New
New
New
Old
Old
New
New
Old ----------------------------------- New
Old ----------------------------------- New

Single Panel UI

This UI system had additions to its action-script.

Image shows the UI system with no values involved
Image shows the UI system with no values involved

Display of the included UI that is involved
Display of the included UI that is involved
  • The action-script additions involve being able to right click and hover on the player profile to bring up multiple options.
New
New

UI Share Display Icons

Additional adjustments have been made to several of the UI display icons featured in the pictures below. Plus you can see the addition of a new icons introduced in to the client; for example the journal icon button in this week's patch.

Before
Before
After
After
After - This image shows some of default or string values that are involved though
After - This image shows some of default or string values that are involved though

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