CS2 12.1 更新:角色动画优化,subtick进一步改进
[ 游戏玩法 ]
对包括道具投掷动画和左轮手枪开火等各种系统的subtick计时器进行了改进
增加了玩家手持燃烧弹时缺少的火焰效果
[ 动画 ]
减少了玩家角色的躯干与腿部方向偏离的程度
改善了受击反应
使跳跃动画有方向性
改善了玩家向上和向下瞄准时的姿势
改善了玩家奔跑时的脚步放置和姿势
减少了部署(deploying)时的动画姿势
玩家被闪光弹致盲时的姿势变化的时机现在更准确地反映了玩家的视力状况
[ 声音 ]
修复了暗影匕首在循环检视动画时播放捕捉声音的问题
进一步优化了道具弹跳的衰减距离曲线和音量
降低了死亡竞赛奖励期结束的音量
降低了大厅聊天通知声音的音量
修复了办公室中缺少的水滴控制台错误(Fixed missing water drip console errors in Office)
增加了玻璃窗破碎声音的可听距离
修复了军刀有时会在欢呼时说与人质相关的台词
[ 其他 ]
调整了大多数比赛贴纸和许多其他贴纸的磨损值,以更好地匹配CS2
改变了非默认控制台按键绑定的处理方式,以匹配CS2的行为
[ 地图 ]
Nuke:
修复了大厅的立方体贴图问题
修复了B点的一个洞
修复了铁板的一些洞
修复了B点的玻璃地板材质没有撞击效果的问题
修复了危险条纹(hazard stripes)处的脚步声
尝试修复了B点的门底部漏光的问题
提亮了红色内墙亮度,以帮助提升角色的可见性
修复了外面铁丝网围栏上的双架像素点
修复了B点的双门漏影的问题
使B点的一些地方的立方体贴图过渡更平滑
荒漠迷城:
修复了白车的 clipping
调整了二楼的冰箱的clipping,防止玩家被卡住
调整了A包点的大小,并增加了视觉边界
修复了脚手架上的碰撞效果,提供平滑的移动
修复了VIP狙击位(Sniper's Nest) 外的几何形状和clipping,防止像素行走
办公室:
改善了T出生点桌子周围的clipping
改善了后院箱子上的clipping
重新添加了扶手的碰撞
殒命大厦:
延长了T出生点附近的楼梯,并在楼梯上增加了手榴弹clipping,防止手榴弹卡在缝隙中
修复了中路箱子上的clipping
修复了A点后面的脚手架上的clipping
修复了T出生点的脚手架上的clipping
修复了A坡向桥看时的视觉bug
修复了A坡上的支撑梁上的道具clipping
堵住了绝缘泡沫卷模型中的洞(Plugged Holes in insulation foam roll model)
阿努比斯:
修复了A点柱子下的一个洞
修复了宫殿里走廊楼梯上方的clipping
封上了地图中的多个微缝
修复了A点柱子上的一些clipping
修复了B点门口的clipping
堵住了一些微小的洞
修复了两个clipping刷之间的缝隙,导致炸弹被扔到建筑物上
修复了一处可以狙击到A包点的微小墙缝
修复了B点门口的clipping
远古遗迹:
修复了地图中的各种缝隙
修复了各种纹理缝隙
关闭了望向小黑屋区域的缝隙
调整了A点附近围栏的clipping
调整了A点双加点树根的clipping
调整了B点附近一块玩家可以蹲在里面的石头的位置
在地图的顶部添加了clipping,以最小化玩家的利用
Clipping在指一种地图设计的技术,用于限制玩家的移动范围和视野。Clipping通常是用一些不可见的平面或者体积覆盖在地图的物体或者结构上,防止玩家穿过、攀爬或者看到不应该看到的东西。
Release Notes for 11/30/2023
[ GAMEPLAY ]
Sub-tick timing improvements to various systems including grenade throw animations and revolver firing
Added a missing fire effect to molotovs that are held by players
[ ANIMATION ]
Reduced the amount that player characters will rotate their torso away from leg orientation
Improved hit reactions
Made jump animations directional
Improved character posing when aiming up and down
Improved foot placement and posing when running
Reduced animation posing when deploying
The timing of a players flashbanged posing now more accurately represents the player's ability to see
[ SOUND ]
Fixed issue with Shadow Daggers playing catch sound during looping inspect animation
Further refined falloff distance curves and volume of grenade bounces
Lowered volume of deathmatch bonus period ending
Lowered volume of lobby chat notification sound
Fixed missing water drip console errors in Office
Increased audible distance of breaking glass window sounds
Fixed an issue where sometimes a Sabre agent would say hostage related lines when cheering
[ MISC ]
Adjusted wear values of most tournament stickers and many other stickers to better match CS:GO
Changed handling of non-default console key bindings to match CS:GO behavior
[ MAPS ]
Nuke:
Fixed cubemap issue at Lobby
Fixed hole at B-site
Fixed some holes at Ramp Room
Fixed glass floor material at B-Site not having impact effects
Fixed up footstep sounds on hazard stripes
Attempt to fix light leaking through base of doors at B-site
Brightened red interior walls to help with agent vis
Fixed pixel boost on chainlink fence outside
Fix shadows leaking through double doors at B-site
Made cubemap transitions smoother in some places at b-site
Mirage:
Fixed clipping on van at Truck
Clipped fridge in Apartments to prevent player becoming stuck
Adjusted bombsite A size and added visual boundaries
Fixed collision on Scaffolding to provide smooth movement
Fixed geometry and clipping outside Sniper's Nest to prevent pixel walking
Office:
Improved clipping around desks at t-spawn
Improved clipping on crates at Back Courtyard
Re-added collision to handrails
Vertigo:
Extended staircase and added grenade clip to stairs at near t-spawn to prevent grenades becoming wedged in gap
Fixed clipping on crate at mid
Fixed clipping on scaffold at back of A
Fixed clipping on scaffold at T-start
Fixed vis bug at A-ramp looking toward Bridge
Fixed grenade clip on support beam at A-ramp
Plugged Holes in insulation foam roll model
Anubis:
Fixed hole under pillar at A-site
Fixed clipping above walkway stairs in Palace
Closed up multiple microgaps throughout the map
Fixed some clipping on pillar at A-site
Fixed clipping on doorway at b-site
Plugged some micro holes
Fixed gap between two clip brushes that allowed bomb to be thrown on top of building
Fixed slight wall gap that allowed sniping into bombsite A
Fixed clipping on doorway at b-site
Ancient:
Fixed various gaps in the world
Fixed various texture seams
Closed gap that looks into Jaguar area
Adjusted clipping along fence near A-site
Adjusted clipping around tree base on A-site boost
Adjusted position of stone near B-site that player could crouch in
Added clipping to the top of the map to help minimize player exploits