Since today’s update, a lot of people are reporting that they’re being kicked from
games with file issues. If you’re having this problem, Wickedplayer494 has a possible
solution: Delete your models and materials folders,
probably located in this directory, then verify your game files and play again. He suggests
you make a backup of those folders if you had any custom stuff in them you’d want
to keep. Like, in my case, I had all the textures from CS1.6 in there for the maps I’m porting,
and deleting it would have resulted in dozens of hours of work. So be careful.
And if this doesn’t work, email Valve at this address with the subject line "sv_pure
kick" and the following information:
As for the update, it’s quite interesting. If you host your own game, crouch-walking
and noclipping used to feel a bit stuttery. But this has been made SMOOTH! SMOOTH!!! I
spend most of my life in this mode so this has improved my existence immeasurably. I’ll
slow the game down to quarter speed and you can see how horrible it was previously. Yeah,
it felt like you were juddering through the air. But now it’s silky smooth, even at
quarter speed! It feels like we’re living in the future, even though the technology
for this was around 20 years ago. And the chickens have had a similar update.
They now support animation blending, which allows for smooth transition between different
animations. You can see before the update that they’d immediately ‘jump’ to a
new animation, but now it looks more rubbery and natural. Just think of this change like
this: before they would have zipped and stuttered, while now they should be as smooth and as
graceful as a well-oiled fish. From time to time when playing, you may think
you see new kill icons. You might take pictures of these and send them to me on Twitter, asking
‘are these new kill icons’? Yes, they are new kill icons. If you kill an enemy no-scoped,
it will show that with this icon. That one’s straight-forward enough.
If you kill somebody when flashbanged, you’ll get this- and you only have to be moderately
flashed for this to kick in. And the last icon is for killing somebody
through a smoke like this. And they have to be completely hidden for this to count.
So what’s the point of these new kill icons?
Well, more information is always handy. But perhaps the best reason, as Vativ puts it,
is that it creates more ways to tilt his enemies.
To welcome the sunny weather outside… the main menu now shows a scene from Nuke.
The player animations have had a few updates, too: the G3SG1 animation in-game has been
changed so that terrorists now actually peer down the scope, rather than down the side
of the gun. And I know the AUG is a CT weapon and all
that, but the terrorists’ buy menu animation of them holding it was inexcusable! But it
looks better since this latest update. The separatists player models have received
‘optimised textures’. I think this means they’ve cut down on the variation by making
it so the black shade around their eyes now always looks the same. Seems there were different
types before. Every little helps I guess? Also, I didn’t cover them at the time, but
a few weeks ago, Overpass received 1v1 arenas for warmup, as did wingman nuke. The overpass
one looks lovely- or at least, as nice as a rubbish tip can look. Just look at the vertical
detail! A far cry from being a bland, box-design. And I guess because it isn’t fun to fight
invincible enemies in 1v1 arenas, immunity in warmup mode for wingman has been fully
disabled. And the blood splatters now intelligently disappear to stop them from camouflaging players
in these 1v1 arenas after a while of splatter build-up. Also, Inferno has received a 1v1
warmup arena. This one also looks really nice, it has an arch way and a shrubbery with another
slightly higher so get the two-level effect. All you need now is a little path running
down the middle. And lastly, Chlorine has had a load of changes.
The lighting is now more blue in colour, and the skybox made less purple. These changes
actually make the map look darker. Bombsite A’s plantable region has been made
bigger. The bamboo fence on A has been moved from
CT side, over to T’s. And another one’s been constructed near the big rock on A upper
to conceal the T main entrance. And one has been added to behind CT entrance
to make them easier to see. In fact, these have been added wherever visibility needed
improvement. It’s just that I have a limit to the number of times I can say ‘bamboo’
in a video, so I’ll end it there. There’s more cover for terrorists in middle.
Shrubberies have been taken out in places to improve visibility.
Lazy River Tunnel has been brightened with a light.
You can see that the textures here have been changed to be brighter and clearer.
B upper has gotten a new light. At CT spawn, the water in the Lazy River pool
has been shifted to another spot. Distant cliffs have been retextured.
And several bugs and exploits have been patched.
This update in a nutshell: both the game and Chlorine have had lots of small, but noticeable
changes. And a big one in that you can’t join matches but hopefully that will be fixed
soon.