Home » Valve alter hitboxes, animations & guns in latest update.

Valve alter hitboxes, animations & guns in latest update.

by Archive

Valve last night decided to throw out one of the biggest updates for around a year now, and have altered many different parts of the game that would please many fans, and players alike, whilst introducing other bits that people may not be keen on at first.

We will always remember the Arms Deal update which introduced skins into the game a year after coming out of beta in 2013. Well another twist to CS:GO’s ever evolving gameplay has been introduced overnight on September 15th. For quite a few years, even in the Counter Strike Source years, hitboxes have been the bane of everyone’s feel of the game. They have always been heavily debated, and many have blamed the hitboxes for a number of their issues of adapting to the game. However today onwards, we finally won’t have to deal with that (allegedly) with Valve revamping the hitboxes including the frustrating ladder & planting hitboxes.

Along with the hitboxes issue being eradicated, they have also introduced new player animations for climbing ladders and other added animations. Whilst hitboxes and animations would be top of the list, many people felt that the M4A1-Silenced was overpowered and has been a mainstay in competitive play, with many of the world’s finest players using the M4A1-S over the M4A4. From today, they have reduced the price, and damage dealt with the M4A1-S and increased the base spread of the gun, along with other minor changes.

Here is a list of changes from the CS:GO Official Blog:

[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

[ UI ] – Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

[ RENDERING ]
– Fixed improper stencil state in glow pass rendering

[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread

– Zeus x27
— Reduced price to $100

– Dual Berettas
— Increased armor penetration
— Increased range modifier

[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions

[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).

There have been a number of issues though (with any major patch Valve tend to roll out, it seems to be case), especially around FPS drops, the best idea would be to read this reddit comment here and post the exact details mentioned in said comment, this will help Valve look into the issues more thoroughly and update the game within the next week.

For full animations and hitboxes changes, you should watch this small video by FraggerFrogger:

[youtube http://www.youtube.com/watch?v=H25vSFpcZ6M&w=560&h=315]

Let us know your thoughts on these changes, and whether the game still has room to improve overall in the comment section.

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