CS: GO 10th October Patch – Content Analysis

October 11th, 2013 by Cyborgmatt Leave a reply »
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This week’s CS: GO update has arrived bringing a new watch tab providing access to live CS: GO games across the world via GOTV. We also have a number of tweaks and changes along with some new hidden goodies. Full details below.

CSGO_Splash_Gogogo

Front End Changes *

For those new to this blog I mainly cover content updates and analyse them for Dota 2, however moving forward I’m intending to do this also for the Counter-Strike franchise, specifically Global Offensive.

Changelog *

GAMEPLAY
Improved grenade physics interaction with player models. Grenades bounce off player hitboxes instead of the overall player bounding volume.
Improved bomb-planting player animation to prevent unintentionally standing when the plant completes. (Thanks Friberg!).
Re-added support for alternate firing accuracy. This effectively buffs burst fire on the glock and the famas.

MAPS
Fixed minor bugs in cs_siege and de_ruins.

UI
Added the WATCH menu
Watch live, in-progress matches played by highly-ranked CS:GO players
Access your match history and review the scoreboard for your previous matches
Download and watch any of your recent matches.
Select ‘GOTV Theater’ to watch a continuous stream of live matches.
Pausing/disabling of the GOTV autodirector has been reverted to the old behavior.
Fixed a bug that allowed you to see the other team’s weapons in a competitive game via the spectator menu if you were the last person to die on your team.
Fixed a case where spectator weapon panel would be missing the weapon in GOTV and demos.
Fixed a case where the code version of the weapon name would show up in the freeze panel.
Fixed the Team Value numbers not switching properly after halftime in GOTV or demo playback.
The bomb icon is now colored in the spectator view so it’s more visible.

MISC
Fixed “Bad sequence in GetSequenceName” viewmodel console warnings.

UI Updates *

Similiar to the system used in Dota 2 we now have a dedicated WATCH tab which can be accessed via the main menu which allows you to watch live, in-progress matches.

Watch Tab *

The watch tab is broken down into three sections, the live games, your matches and downloaded matches.

Live Games

The live games is a constantly updating page that will display the live competitive matches going on from the highest ranking players in the world.

CSGO_UI_Live01

From this page you can see the current map, time, players and score.

CSGO_UI_Live02

You can also go into more detail by clicking on the game which will allow you to either open the scoreboard or watch the game via GOTV.

CSGO_UI_Live03

The scoreboard will give you everything you need to know about the game in progress and it will also allow you to check steam profile pages etc from here.

CSGO_UI_Live04

Your Matches

The “Your Matches” page will keep track of all of your competitive matches, from here you can view the scoreboard or download the replay. I suggest downloading the replays you want to keep as they will eventually expire/removed from download on the matches tab.

CSGO_UI_Live05

Spectator UI *

The icon for the C4 on the spectator UI has been updated to change its colour to make it stand out more.

CSGO_UI_C4

Back End Changes *

Updated Strings *

We have a large number of strings referencing to an unreleased in game Workshop preview function.

    "Workshop_Preview_ShowStatTrak"    "Show StatTrak™"
    "Workshop_Preview_ShowNameTag"    "Show Name Tag"
    "Workshop_Preview_Dialog_Title"    "Workshop Workbench"
    "Workshop_Preview_Workbench"    "Workbench"
    "Workshop_Preview_Hold"        "Hold"
    "Workshop_Preview_GreenScreen"    "Green Screen"
    "Workshop_Preview_Inspect"      "Inspect"
    "Workshop_Preview_Variant"      "Variant"
    "Workshop_Preview_Discard"      "Discard"
    "Workshop_Preview_Warning"      "Warning!"
    "Workshop_Preview_Unsaved"      "You have unsaved changes!"
    "Workshop_Preview_Roll"        "Roll:"
    "Workshop_Preview_RangeParams"    "Random Range Parameters:"
    "Workshop_Preview_CurrentXOffset"  "Current X offset:"
    "Workshop_Preview_CurrentYOffset"  "Current Y offset:"
    "Workshop_Preview_CurrentRotation"  "Current Rotation:"
    "Workshop_Preview_X_Offset"      "X Offset"
    "Workshop_Preview_Y_Offset"      "Y Offset"
    "Workshop_Preview_Rotation"      "Rotation"
    "Workshop_Preview_Wear"        "Wear"
    "Workshop_Preview_CurrentWear"    "Current Wear:"
    "Workshop_Preview_Submit"      "Submit"
    "Workshop_Preview_UVChart"      "UV Chart"
									

UI strings for File Open Dialogues, most likely for the unreleased Workshop preview tool.

  "GameUI_Load"      "Load"
  "GameUI_Save"      "Save"
  "GameUI_SaveAs"      "Save As..."
  "GameUI_Refresh"    "Refresh"
  "GameUI_OpenFile"    "Open File"

  "FileOpenDialog_Open"    "Open"
  "FileOpenDialog_Save"    "Save"
  "FileOpenDialog_Select"    "Select"
  "FileOpenDialog_Cancel"    "Cancel"
  "FileOpenDialog_Look_in"  "Look in:"
  "FileOpenDialog_File_Name"  "File name:"
  "FileOpenDialog_Directory_Name"  "Directory name:"
  "FileOpenDialog_File_Type"  "File type:"
  "FileOpenDialog_Icon"    " "
  "FileOpenDialog_Name"    "Name"
  "FileOpenDialog_Type"    "Type"
  "FileOpenDialog_Col_Name"  "Name"
  "FileOpenDialog_Col_Size"  "Size"
  "FileOpenDialog_Col_Type"  "Type"
  "FileOpenDialog_Col_DateModified" "Date Modified"
  "FileOpenDialog_Col_DateCreated" "Date Created"
  "FileOpenDialog_Col_Attributes"  "Attributes"
  "FileOpenDialog_FileType_Folder" "File Folder"
  "FileOpenDialog_ToolTip_Up"  "Up"
  "FileOpenDialog_ToolTip_NewFolder" "New Folder"
  "FileOpenDialog_NewFolder_InputTitle"  "New Folder"
  "FileOpenDialog_NewFolderPrompt" "Name:"
  "FileOpenDialog_NewFolder_DefaultName" "New Folder"
  "FileOpenDialog_ToolTip_OpenInExplorerButton" "Open In Explorer"

  "vgui_ok"      "OK"
  "vgui_close"      "Close"
  "vgui_Cancel"      "Cancel"
  "vgui_select"      "Select"
									

New watch tab.

    "SFUI_MainMenu_Watch"        "WATCH"
									

Strings for the watch panel.

        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    //Main Menu : Watch Panel
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        
        "CSGO_Watch_Cat_YourMatches"    "Your Matches"
        "CSGO_Watch_Cat_LiveMatches"    "Live"
        "CSGO_Watch_Cat_Downloaded"     "Downloaded"
        "CSGO_Watch_Download"           "Download"
        "CSGO_Watch_Delete"             "Delete"
        "CSGO_Watch_Watch"              "Watch"
        "CSGO_Watch_Scoreboard"         "Open Scoreboard"
        "CSGO_Watch_Minutes"            "Minutes"
        "CSGO_Watch_Minute"             "Minute"
        "CSGO_Watch_Rank"               "Highest Skill Group"
    "CSGO_Watch_Downloading"        "Downloading..."
    "CSGO_Watch_JustStarted"        "Just Started"
    "CSGO_Watch_NoMatch_your"    "Unable to find your Competitive matches. nYour recent Competitive matches will be shown here."
    "CSGO_Watch_NoMatch_live"    "No live Competitive matches found. nPlease try again later."
    "CSGO_Watch_NoMatch_downloaded"  "No Competitive matches downloaded. nYou can download recent Competitive matches from the 'Your Matches' tab."
    "CSGO_Watch_Loading_your"    "Loading your recent Competitive matches..."
    "CSGO_Watch_Loading_live"    "Loading live Competitive matches..."
    "CSGO_Watch_Loading_downloaded"  "Loading your downloaded Competitive matches..."
     "CSGO_Watch_Gotv_Theater"      "GOTV Theater"
    "CSGO_Watch_Gotv_Theater_tip"   "Start GOTV Theater and watch top live matches one after another"

									

Date formatting strings.

    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Date formatting
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    "SFUI_Date_Format_Today"      "Today"
    "SFUI_Date_Format_Yesterday"    "Yesterday"
    "SFUI_Date_Format_Month1"      "Jan"
    "SFUI_Date_Format_Month2"      "Feb"
    "SFUI_Date_Format_Month3"      "Mar"
    "SFUI_Date_Format_Month4"      "Apr"
    "SFUI_Date_Format_Month5"      "May"
    "SFUI_Date_Format_Month6"      "Jun"
    "SFUI_Date_Format_Month7"      "Jul"
    "SFUI_Date_Format_Month8"      "Aug"
    "SFUI_Date_Format_Month9"      "Sep"
    "SFUI_Date_Format_Month10"      "Oct"
    "SFUI_Date_Format_Month11"      "Nov"
    "SFUI_Date_Format_Month12"      "Dec"
									

New Rich Presence strings for when you’re interacting with replays. (Rich presence strings are used to show your status to your friends etc)

    "SFUI_Lobby_StatusRichPresence_classic_casual_review"          "Replaying CS:GO Casual"
    "SFUI_Lobby_StatusRichPresence_classic_casual_review_payback"      "Replaying CS:GO 'Payback'"
    "SFUI_Lobby_StatusRichPresence_classic_casual_review_bravo"      "Replaying CS:GO 'Bravo'"
    "SFUI_Lobby_StatusRichPresence_classic_competitive_review"        "Replaying CS:GO"
    "SFUI_Lobby_StatusRichPresence_custom_custom_review"          "Replaying CS:GO Custom Map"
    "SFUI_Lobby_StatusRichPresence_gungame_gungameprogressive_review"  "Replaying CS:GO Arms Race"
    "SFUI_Lobby_StatusRichPresence_gungame_gungametrbomb_review"    "Replaying CS:GO Demolition"
    "SFUI_Lobby_StatusRichPresence_gungame_deathmatch_review"      "Replaying CS:GO Deathmatch"
    "SFUI_Lobby_StatusRichPresence_gungame_deathmatch_review_bravo"    "Replaying CS:GO 'Bravo' DM"
									

Strings for GOTV.

    "SFUI_GameUI_NoWatchSlots"          "All GOTV connection slots for the requested match are currently full. Please try again later."

    "SFUI_GameUI_GOTV_Title"          "GOTV"
    "SFUI_GameUI_GOTV_Searching"        "Requesting GOTV connection..."
    "SFUI_GameUI_GOTV_Theater"          "GOTV Theater"
    "SFUI_GameUI_GOTV_Theater_Info"        "Starting GOTV Theater playback..."
									

Weapon Balance Tweaks *

We have tweaks to the InaccuracyFire (The of amount of “inacurracy” that is added to the weapon with each shot) for a number of weapons.

Also we have the re-addition of InaccuracyFire alt values for a selection of weapons with alt fire.

- Re-added support for alternate firing accuracy. This effectively buffs burst fire on the glock and the famas.

M4A1-S *

InaccuracyFire Alt (Silenced) set to: 7.00 (No change)

InaccuracyFire (Unsilenced ) added: 12.00 (Nerfed from 7.00)

USP-S *

InaccuracyFire Alt (Silenced) set to: 52.00 (Buffed from 60.15)

InaccuracyFire (Unsilenced ) added: 71.00 (Nerfed from 60.15)

GLOCK *

InaccuracyFire Alt (Burst) added: 45.00 (Buffed from 56.00)

InaccuracyFire (Standard) set to: 56.00 (No change)

FAMAS *

InaccuracyFire Alt (Burst) added: 3.35 (Buffed from 6.70)

InaccuracyFire (Standard) set to: 6.70 (No change)

Operation Bravo Coins *

We now know the requirements for the Bronze and Silver versisons of the second season of Operation Coins.

Community Season Two Autumn 2013 Coin 1 *

operation_bravo_bronze_large

Requirements

Own the Operation Bravo ticket.

Community Season Two Autumn 2013 Coin 2 *

operation_bravo_silver_large

Requirements

600 Minutes Played

5 Wins

Community Season Two Autumn 2013 Coin 3 *

operation_bravo_gold_large

Requirements

1800 Minutes Played

15 Wins

Unreleased Workshop System *

Looking at the new strings from this match we can see that there will soon be a Workshop system implemented directly into the game.

We can see references to the ability to test your imported Workshop content in a preview area that will allow you to toggle on such features as StatTrak™, Name Tags, Wear and more.

“Workshop_Preview_ShowStatTrak” “Show StatTrak™”
“Workshop_Preview_ShowNameTag” “Show Name Tag”
“Workshop_Preview_Inspect” “Inspect”
“Workshop_Preview_Variant” “Variant”
“Workshop_Preview_Wear” “Wear”
“Workshop_Preview_CurrentWear” “Current Wear:”

The preview strings mentioning offsets, rotations and UV charts suggest that the Workshop will allow you to submit custom weapon finishes.

“Workshop_Preview_RangeParams” “Random Range Parameters:”
“Workshop_Preview_CurrentXOffset” “Current X offset:”
“Workshop_Preview_CurrentYOffset” “Current Y offset:”
“Workshop_Preview_CurrentRotation” “Current Rotation:”
“Workshop_Preview_X_Offset” “X Offset”
“Workshop_Preview_Y_Offset” “Y Offset”
“Workshop_Preview_Rotation” “Rotation”
“Workshop_Preview_UVChart” “UV Chart”

Workshop Models *

We can also see that a Workshop Workbench and Green Screen have both been mentioned. This is also backed up by the addition of two new Workshop Pedestal models (A workbench and greenscreen)

“Workshop_Preview_Dialog_Title” “Workshop Workbench”
“Workshop_Preview_Workbench” “Workbench”
“Workshop_Preview_Hold” “Hold”
“Workshop_Preview_GreenScreen” “Green Screen”

Workshop Workbench Model

This model is currently untextured.

CSGO_WorkshopFP01

CSGO_WorkshopFP02

CSGO_WorkshopFP03

CSGO_WorkshopFP04

Workshop Green Screen

Also untextured however it’s a green screen so don’t expect miracles.

CSGO_WorkshopGreen

Workshop UI Files *

We also have a workshop preview panel UI file which will controls a number of aspects for the unreleased preview system.

"Resource/UI/ItemModelPanelWorkshopWeaponPreview.res"
{
  // The rules are processed in the order specified and
  // will build up the configuration if "rule" section matches.
  //
  // Example rule:
  // "v_smg_p90_smart"
  // {
  //  "rule"
  //  {
  //    "model" "v_smg_p90"  // Specific weapon model name
  //    "type" "SubMachinegun"  // Types: Knife, Pistol, SubMachinegun, Shotgun, Machinegun, Rifle, SniperRifle
  //    "quality" "3"    // Unusual
  //    "rarity" "3"    // rarity 3 or higher
  //    "stattrak" "1"    // Requires StatTrak(TM) module
  //  }
  //  "config"
  //  {
  //    "root_mdl"            "models/weapons/pedestal_default.mdl"              // Which pedestal model to load, weapon model is merged to the pedestal
  //    "root_anim"            "ACT_IDLE_INSPECT"                        // Which activity to play on the pedestal
  //    "root_anim_loop"        "ACT_IDLE_INSPECT"                        // Which activity to play on the pedestal after the initial pedestal animation finishes
  //    "root_camera"          "cam_inspect"                          // Which attachment specifies camera location
  //    "root_camera_fov"        "54.0"                              // Camera will use the specified FOV
  //    "weapon_anim"          "ACT_IDLE_INSPECT"                        // Which activity to play on the weapon
  //    "weapon_anim_loop"        "ACT_IDLE_INSPECT"                        // Which activity to play on the weapon after the initial weapon animation finishes
  //    "light_ambient"          "[0.11 0.11 0.12]"                        // Set the ambient lighting
  //    "light_directional_clearall"   "1"                                // Whether to clear all accumulated directional lights so far (default = 0)
  //    "light_directional_add"     "rgb[255 255 230] dir[0.45 -0.75 -0.6]"              // Adds a directional light with color and direction
  //    "light_directional_add"     "rgb[255 25 25] attach[red_light_attachment]"          // Attaches a directional light to an attachment point
  //    "shadow_light"          "cam_inspect_light"                        // Which attachment specifies light to render shadows from
  //    "shadow_light_znear"      "4.0"                              // Shadow light near Z
  //    "shadow_light_zfar"        "512.0"                              // Shadow light far Z
  //    "shadow_light_hfov"        "54.0"                              // Shadow light horizontal FOV
  //    "shadow_light_vfov"        "54.0"                              // Shadow light vertical FOV
  //    "shadow_light_atten_quadratic"  "0.0"                              // Shadow light quadratic attenuation
  //    "shadow_light_atten_linear"    "512.0"                              // Shadow light linear attenuation
  //    "shadow_light_atten_constant"  "0.0"                              // Shadow light constant attenuation
  //    "shadow_light_atten_farz"    "512.0"                              // Shadow light far Z attenuation
  //    "shadow_light_color"      "[0.9 0.8 0.7]"                          // Shadow light color
  //    "shadow_light_brightness"    "1.0"                              // Shadow light color brightness multiplier
  //    "shadow_light_texture"      "effects/flashlight001"                      // Shadow light texture cookie
  //    "mergemdls_clearall"      "1"                                // Whether to clear all accumulated merge mdls that get merged to pedestal (default = 0)
  //    "mergemdl_add"          "models/weapons/v_models/pedestals/red_velvet_pillow.mdl"    // Which additional model to bonemerge to the pedestal
  //    "weaponmergemdls_clearall"    "1"                                // Whether to clear all accumulated merge mdls that get merged to the weapon (default = 0)
  //    "weaponmergemdl_add"      "models/weapons/v_models/pedestals/stattrack_electronics.mdl"  // Which additional model to bonemerge to the weapon
  //  }
  // }

  "default"
  {
    "rule"
    {
      // Default rule matches all weapons and sets up all default settings
    }
    "config"
    {
      "root_mdl"            "models/weapons/pedestal_default.mdl"    // Which pedestal model to load, weapon model is merged to the pedestal
      "root_anim"            "ACT_IDLE_INSPECT_PISTOL_START"        // Which activity to play on the pedestal
      "root_anim_loop"        "ACT_IDLE_INSPECT_PISTOL_LOOP"        // Which activity to play on the pedestal after the initial pedestal animation finishes
      "weapon_anim"          "ACT_IDLE_INSPECT"            // Which activity to play on the weapon
      "weapon_anim_loop"        "ACT_IDLE_INSPECT"            // Which activity to play on the weapon after the initial weapon animation finishes
      "root_camera"          "cam_inspect"                // Which attachment specifies camera location
      "root_camera_fov"        "54.0"                  // Camera will use the specified FOV
      "light_ambient"          "[0.06 0.06 0.06]"              // Set the ambient lighting
      "light_directional_add"     "rgb[190 190 196] dir[0 -0.3 -1]"      // Adds a directional light with color and direction
      "light_directional_add"     "rgb[72 111 141] dir[0 -0.2 1]"      // Adds a directional light with color and direction
      "light_directional_add"     "rgb[138 145 153] dir[-0.1 -0.2 -1]"      // Adds a directional light with color and direction
      "light_directional_add"     "rgb[40 40 40] attach[cam_inspect]"    // Adds a directional light from the eye
      "shadow_light"          "cam_inspect_light"            // Which attachment specifies light to render shadows from
      "shadow_light_znear"      "4.0"                  // Shadow light near Z
      "shadow_light_zfar"        "512.0"                  // Shadow light far Z
      "shadow_light_hfov"        "54.0"                  // Shadow light horizontal FOV
      "shadow_light_vfov"        "54.0"                  // Shadow light vertical FOV
      "shadow_light_atten_quadratic"  "0.0"                  // Shadow light quadratic attenuation
      "shadow_light_atten_linear"    "512.0"                  // Shadow light linear attenuation
      "shadow_light_atten_constant"  "0.0"                  // Shadow light constant attenuation
      "shadow_light_atten_farz"    "512.0"                  // Shadow light far Z attenuation
      "shadow_light_brightness"    "2.0"                  // Shadow light color brightness multiplier
      "shadow_light_color"      "[1 1 1]"                // Shadow light color
      "shadow_light_texture"      "effects/flashlight_inspect"          // Shadow light texture cookie
    }
  }
  
  "UidNameTag"
  {
    "rule"
    {
      "nametag" "1"
    }
    "config"
    {
      "weaponmergemdl_add"    "models/weapons/uid_weaponpreview.mdl"
    }
  }
  
  "small_uid_glock"
  {
    "rule"
    {
      "model" "v_pist_glock18"
      "nametag" "1"
    }
    "config"
    {
      "weaponmergemdls_clearall"    "1"
      "weaponmergemdl_add"    "models/weapons/uid_small_weaponpreview.mdl"
    }
  }
  
  "small_uid_p2000"
  {
    "rule"
    {
      "model" "v_pist_hkp2000"
      "nametag" "1"
    }
    "config"
    {
      "weaponmergemdls_clearall"    "1"
      "weaponmergemdl_add"    "models/weapons/uid_small_weaponpreview.mdl"
    }
  }
  
  "xsmall_uid_knife"
  {
    "rule"
    {
      "type" "knife"
      "nametag" "1"
    }
    "config"
    {
      "weaponmergemdls_clearall"    "1"
      "weaponmergemdl_add"    "models/weapons/uid_xsmall_weaponpreview.mdl"
    }
  }
  
  "SMGs"
  {
    "rule"
    {
      "type" "SubMachinegun"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_SMG_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_SMG_LOOP"
    }
  }
  
  "Rifles"
  {
    "rule"
    {
      "type" "Rifle"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_RIFLE_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_RIFLE_LOOP"
    }
  }
  
  "SniperRifles"
  {
    "rule"
    {
      "type" "SniperRifle"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_HEAVY_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_HEAVY_LOOP"
    }
  }
  
  "Shotguns"
  {
    "rule"
    {
      "type" "Shotgun"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_RIFLE_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_RIFLE_LOOP"
    }
  }
  
  "Machineguns"
  {
    "rule"
    {
      "type" "Machinegun"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_HEAVY_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_HEAVY_LOOP"
    }
  }
  
  "aug"
  {
    "rule"
    {
      "model" "v_rif_aug"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_HEAVY_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_HEAVY_LOOP"
    }
  }
  
  "sig"
  {
    "rule"
    {
      "model" "v_rif_sg556"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_HEAVY_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_HEAVY_LOOP"
    }
  }
  
  "m4_s"
  {
    "rule"
    {
      "model" "v_rif_m4a1_s"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_M4S_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_M4S_LOOP"
    }
  }
  
  "mac10"
  {
    "rule"
    {
      "model" "v_smg_mac10"
    }
    "config"
    {
      "weapon_anim"      "ACT_IDLE_INSPECT"
    }
  }
  
  "Knives"
  {
    "rule"
    {
      "type" "Knife"
    }
    "config"
    {
      "root_anim"      "ACT_IDLE_INSPECT_KNIFE_START"
      "root_anim_loop"    "ACT_IDLE_INSPECT_KNIFE_LOOP"
    }
  }
  
  "StatTrak"
  {
    "rule"
    {
      "stattrak" "1"
    }
    "config"
    {
      "mergemdl_add"      "models/weapons/stattrack_advert.mdl"      // Merge the advert to the pedestal
      "weaponmergemdl_add"    "models/weapons/stattrack_weaponpreview.mdl"    // Merge the actual indicator to the gun
    }
  }
  
  "StatTrak_pistols"
  {
    "rule"
    {
      "stattrak" "1"
      "type" "Pistol"
    }
    "config"
    {
      "mergemdls_clearall"      "1"
      "mergemdl_add"      "models/weapons/stattrack_advert_small.mdl"      // Merge the advert to the pedestal
    }
  }
  
  "StatTrak_knives"
  {
    "rule"
    {
      "stattrak" "1"
      "type" "Knife"
    }
    "config"
    {
      "mergemdls_clearall"      "1"
      "weaponmergemdls_clearall"    "1"
      "mergemdl_add"      "models/weapons/stattrack_advert_small.mdl"      // Merge the advert to the pedestal
    }
  }
  
  "StatTrak_knives_UidNameTag"
  {
    "rule"
    {
      "nametag" "1"
      "type" "Knife"
    }
    "config"
    {
      "weaponmergemdl_add"    "models/weapons/uid_xsmall_weaponpreview.mdl"
    }
  }
  
  "LowAdvertfamas"
  {
    "rule"
      {
        "stattrak" "1"
        "model" "v_rif_famas"
      }
    "config"
      {
        "mergemdls_clearall"    "1"
        "mergemdl_add"      "models/weapons/stattrack_advert_small_lower.mdl"
      }
  }
  "LowAdvertg3sg1"
  {
    "rule"
      {
        "stattrak" "1"
        "model" "v_snip_g3sg1"
      }
    "config"
      {
        "mergemdls_clearall"    "1"
        "mergemdl_add"      "models/weapons/stattrack_advert_small_lower.mdl"
      }
  }
  "LowAdvertgalilar"
  {
    "rule"
      {
        "stattrak" "1"
        "model" "v_rif_galilar"
      }
    "config"
      {
        "mergemdls_clearall"    "1"
        "mergemdl_add"      "models/weapons/stattrack_advert_small_lower.mdl"
      }
  }
  "LowAdvertscar20"
  {
    "rule"
      {
        "stattrak" "1"
        "model" "v_snip_scar20"
      }
    "config"
      {
        "mergemdls_clearall"    "1"
        "mergemdl_add"      "models/weapons/stattrack_advert_small_lower.mdl"
      }
  }
  "LowAdvertnova"
  {
    "rule"
      {
        "stattrak" "1"
        "model" "v_shot_nova"
      }
    "config"
      {
        "mergemdls_clearall"    "1"
        "mergemdl_add"      "models/weapons/stattrack_advert_small_lower.mdl"
      }
  }
  "LowAdvertssg08"
  {
    "rule"
      {
        "stattrak" "1"
        "model" "v_snip_ssg08"
      }
    "config"
      {
        "mergemdls_clearall"    "1"
        "mergemdl_add"      "models/weapons/stattrack_advert_small_lower.mdl"
      }
  }
  
  
  "coin"
  {
    "rule"
    {
      "type" "other"
    }
    "config"
    {
      "light_directional_clearall"   "1"
      "light_ambient"          "[.02 .02 .02]"
      "light_directional_add"     "rgb[50 50 60] dir[0 -1 -0.2]"
      "light_directional_add"     "rgb[120 100 100] dir[0 -0.2 -1]"
      "light_directional_add"     "rgb[100 100 100] attach[cam_inspect]"
      "light_directional_add"     "rgb[18 18 20] dir[0 0 1]"
      "root_mdl"            "models/weapons/pedestal_badges.mdl"
      "root_anim"            "ACT_IDLE_INSPECT_START"    
      "root_anim_loop"        "ACT_IDLE_INSPECT_LOOP"
    }
  }
  
  "workshop"
  {
    "rule"
    {
      "workshop" "1"
    }
    "config"
    {
      "light_directional_clearall"   "1"
      "light_ambient"          "[.02 .02 .02]"
      "light_directional_add"     "rgb[60 60 60] dir[0 -1 -0.2]"
      "light_directional_add"     "rgb[100 100 100] dir[0 -0.2 -1]"
      "light_directional_add"     "rgb[100 100 100] attach[cam_inspect]"
      "light_directional_add"     "rgb[18 18 20] dir[0 0 1]"
      "root_mdl"            "models/weapons/pedestal_workshop.mdl"
      "mergemdls_clearall"      "1"
    }
  }
  
  "workshop_greenscreen"
  {
    "rule"
    {
      "workshop_greenscreen"  "1"
    }
    "config"
    {
      "light_directional_clearall"   "1"
      "light_directional_add"     "rgb[40 40 40] dir[0 0 -0.5]"
      "light_directional_add"     "rgb[25 25 25] dir[-0.2 1 1]"
      "light_directional_add"     "rgb[20 20 20] dir[1 -0.2 -1]"
      "light_directional_add"     "rgb[80 80 80] dir[0 0 1]"
      "root_mdl"            "models/weapons/pedestal_workshop_greenscreen.mdl"
      "mergemdls_clearall"      "1"
    }
  }

  "workshop_greenscreen_pistols"
  {
    "rule"
    {
      "workshop_greenscreen"  "1"
      "type"    "Pistol"
    }
    "config"
    {
      "shadow_light"  "cam_inspect_light_near"
    }
  }

  "workshop_greenscreen_smgs"
  {
    "rule"
    {
      "workshop_greenscreen"  "1"
      "type"    "SubMachinegun"
    }
    "config"
    {
      "shadow_light"  "cam_inspect_light_near"
    }
  }

  "workshop_greenscreen_sniperrifles"
  {
    "rule"
    {
      "workshop_greenscreen"  "1"
      "type"    "SniperRifle"
    }
    "config"
    {
      "shadow_light"  "cam_inspect_light_far"
    }
  }

  "workshop_greenscreen_machineguns"
  {
    "rule"
    {
      "workshop_greenscreen"  "1"
      "type"    "Machinegun"
    }
    "config"
    {
      "shadow_light"  "cam_inspect_light_far"
    }
  }

  "workshop_greenscreen_sawedoff"
  {
    "rule"
    {
      "workshop_greenscreen"  "1"
      "model"  "v_shot_sawedoff"
    }
    "config"
    {
      "shadow_light"  "cam_inspect_light_near"
    }
  }

  "workshop_greenscreen_mag7"
  {
    "rule"
    {
      "workshop_greenscreen"  "1"
      "model"  "v_shot_mag7"
    }
    "config"
    {
      "shadow_light"  "cam_inspect_light_near"
    }
  }

  "workshop_arms"
  {
    "rule"
    {
      "workshop_arms" "1"
    }
    "config"
    {
      "root_mdl"            "models/weapons/pedestal_workshop_firstperson.mdl"
      "weapon_anim"          "ACT_VM_IDLE"
      "weapon_anim_loop"        "ACT_VM_IDLE"
      "root_anim"            "ACT_IDLE"
      "root_anim_loop"        "ACT_IDLE"
      "root_camera_fov"        "54.0"
    }
  }

  "workshop_arms_team_any"
  {
    "rule"
    {
      "workshop_arms" "1"
      "team"      "Any"
    }
    "config"
    {
      "weaponmergemdl_add"      "models/weapons/ct_arms_fbi.mdl"
    }
  }

  "workshop_arms_team_ct"
  {
    "rule"
    {
      "workshop_arms" "1"
      "team"      "CT"
    }
    "config"
    {
      "weaponmergemdl_add"      "models/weapons/ct_arms_sas.mdl"
    }
  }
  
  "workshop_arms_team_t"
  {
    "rule"
    {
      "workshop_arms" "1"
      "team"      "T"
    }
    "config"
    {
      "weaponmergemdl_add"      "models/weapons/t_arms.mdl"
    }
  }
}
									

Unreleased Weapon Finishes *

We have a new unreleased weapon finish for the M4A4 in this week’s patch.

M4A4’s Weapon Finishes *

This is a complete weapon finish that is referred to as “Bullet Rain”. (I’m still working on an effect method of rendering weapon finishes so this may appear slightly different from what it should be in game).

Texture

CSGO_M4_BulletRainTexturee

Model Viewer Shots

CSGO_M4_BulletRain01

CSGO_M4_BulletRain02

CSGO_M4_BulletRain03

CSGO_M4_BulletRain04

CSGO_M4_BulletRain05

Closing Notes *

My experience with CS: GO is much less than Dota so it might take me a few weeks to get up to speed with every aspect of your game and I know the site isn’t very visually appealing to a CS: GO fan so I’m going to work on setting up a CS: GO themed version of the site.

In the mean time I hope you enjoy these style of content analysis blog posts. If you have any suggestions feel free to leave them in the comments or get in touch.

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  • WootWoot

    FIRST!!

    Well received by mne personally, keep doing them pls CM!

  • Kristian Garrido

    GO HOME CYBORGMATT YOU ARE DRUNK! :)

  • Me4onyX

    wat

  • Okoo

    If you have time for both, dota2 / cs:go keep doing it, and ty so much! =}

  • Stickman

    not sure if anyone gives a fuck about cs:go but meh, mork work for you i guess

    • sadasd

      Yes, people do care about cs:go you condescending piece of shit.

    • Akshay

      Since when did you start representing the community?

    • AntoxaGray

      I do give a puck

  • iShapeshift

    So you have no work to do at Dota 2 patches (‘cuz nothing but hats) so you’re working also on CS:GO patches.

    Meh~

    Nice work, btw…

    • ReignSupreme

      He said months(!) ago he was going to do CSGO patches aswell

  • wktk

    I play CS:GO myself. Thank you!

  • asdf

    ded gaem

  • Emil

    Thank you so much for this, it is VERY appreciated, look forward to more from you!

  • Stanley

    I love this. i wonder when you would do patches about cs go (y) LOVE IT! and i hope you would do more ;)

  • Lps

    Good job my friend do this every week please.

  • RZL

    Much appreciated, now you cover my two favorite games with update analysis. Thanks!

  • Croc

    I have followed your blog for a long time, and I love the CS:GO addition, keep it up! :)

  • KNz

    gold bravo coin = 15 hours o’ bravo and 15 wins

    • asdfghj

      nope

  • asdasds

    nice article,keep posting

  • nate

    thanks bro keep it up, we need people like you

  • BiDa

    Cyborgmatt thank you so much for doing this for CS:GO!
    I always envied this from Dota2, you’re AWESOME!

  • Excalibur

    Thanks for the update! :D

    Keep them coming! <3

  • Paulman

    This is great, glad you’re covering CSGO! CSGO is quickly turning into one of my favourite games ever – if anyone hasn’t tried it yet and likes competitive shooters, give it a try.

  • Akshay

    Thanks for giving CS:GO a try!

  • Henrique RaZieL

    RIP Cyborgmatt’s

  • Rabbit Hoe

    This is great! Thank you matt<3

  • Hatton Games

    More of these please :)

    • Yashaba

      KOTOL GIFF ME MANA

      • Ezavoorrr

        Is on cooldown. Wait for mana.

    • Wintersong

      I SUPPORT UR WAYNE !!

      • André

        O MY GUARD!

    • crlxzzz

      do you want mana?

  • mnk

    awesome, thanks!

  • cxrw

    Great work, thanks!

  • R1

    I have to ask
    WHAT ABOUT TECHIES

  • AntoxaGray

    yay csgo!

  • Seven Explicit Beatbox’

    respect for the work

  • sajjad

    who are you syborg ?
    your job is awesome

  • Ice

    thanks very useful info

  • adadadada

    ded gaem

  • Underbar

    Nice, thanks for this.

  • Joke Triple

    It’s a hint guys…
    -cs:go update
    -counter strike’s signature game mode is about PLACING and DETONATING the BOMB.

    It doesn’t get any more obvious than this people.

    Techies confirmed for Diretide.

    • qwerty

      I hope you are right, anyway really nice and creative thinking you got there :)

  • AntoxaGray

    Ooh I hope workshop in the next patch!

  • universe

    This is great Matt. You’re a champion.

  • Johnny

    Keep up the great work Matt :)

  • Techies Anal Lover

    We want Goblin Techies in CounterStrike: Global Offensive!!!

  • theharstruth

    Al few dota 2 updates he had to do CS also

  • Bob Dole

    Terrorists win

  • finally

    cyborgmatt has admitted that dota2 is a dead game hence moving to cs

    • http://www.noxgaming.net/ IAmStaka

      lol

  • Mrleblanc101 [4100+ post]

    Very nice but i think this sould be another blog or at lest a different page…
    like the home screen show new about both but we have 2 page (one for dota, one for cs) if we want to bookmark your blog to only see dota or cs update

  • ranter

    Usually,you suppose to do Dota 2 update,if you want to make CS:GO also,then change your theme of the blog

  • Neo

    GIF ME DOTA U FACKING KOTOL

    • http://www.noxgaming.net/ IAmStaka

      U SO STEWPID

  • verrq

    No new hero? daed geam! lol volvo…

  • Black people run fast

    WE WANT TECHIES NOT A SKIN FOR M4A4

  • Vitor

    So… Dota 2 is so dead that cybormatt had to post other games change log to maintain himself?

  • André

    Prediction gifs?

    BTW thx, keep it up!

  • Logno

    You do well to make content analysis from other games since dota 2 wont have a real update anytime soon.

  • ImNotGay

    no new hero dead game

  • Feeder

    I think the fact that Matt has enough spare time to do one of these for Dota 2 says a lot about the current state of Dota 2 development….

    • Feeder

      Oops, I meant time to do one of these for CS:GO*

  • Quang Tuan

    GOOD JOB :D

  • André

    Prediction gifs?

    Btw thank you, great job, keep up the good work.

  • Яков Штеффен

    Wow, thats great, love cs go very much.
    Thanks!

  • LairenyX

    PLZ PLZ PLZ I WILL PAY YOU MY MONEY IF YOU RELEASE NIGHT STALKER’S COSMETIC + MATCHING HUD PLZ PLZ PLZZ

  • c4t

    is there any way to download the matches as a file onto my computer?