CS: GO 23rd October Patch – Content Analysis

October 24th, 2013 by Cyborgmatt Leave a reply »
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This week’s patch for Counter-Strike: Global Offensive has arrived bringing a plethora of updates to the spectating system along with some additional gameplay features. Full details below.

CSGO_Splash_Oct22

Front End Changes

Changelog

GAMEPLAY

  • Added eye shielding animation to players blinded by flashbangs.
  • Fixed respawning in Deathmatch sometimes choosing a spawn point visible to players when more ideal positions were available.
  • Fixed a bug in Deathmatch that could create weapons on the ground if a player spammed his “buy” key immediately upon respawn.

SPECTATING

  • Added changeable, preset camera positions for all shipped maps that are activated by selecting a player with SHIFT + 0-9 while spectating. (see https://developer.valvesoftware.com/wiki/CSGO:_Spectator_Tools for more info)
  • Target players now glow white when viewing from a spectator camera in ROAMING mode.
  • When spectating in ROAMING mode, we now draw a subtle Aiming Vector Line that shows each player’s aiming direction.
  • Dropped C4 now glows for spectators (yellow = dropped, flashing red = planted, green = defused).
  • Added more UI during freeze time to display player money, spent money that round, and kills/assists/deaths.
  • Improved armor icons in spectator panels.
  • Fixed recoil not being applied in GOTV and replays.
  • Fixed UI weapon image sometimes being blank in GOTV.
  • StatTrak now displays correct number of kills in GOTV and replays.
  • Reenabled the spec_goto command and fixed it not working properly if called from a key bind.
  • Moved the autodirector toggle key from “+speed” to “radio3” (from SHIFT key to the C key by default).
  • Streams tab now includes 6 live streams.

MISC

  • Scope lines now blur out completely to better match the weapon’s current inaccuracy.
  • Improved Fiveseven viewmodel animation
  • Improved Tec-9 viewmodel animation

New Player Animations

We have a new set of animations for all of the player models for when the player gets blinded by a flashbang.

- Added eye shielding animation to players blinded by flashbangs.

Flashbanged Animation

The animation consists of the player raising his arm to shield eye from the affects of a flash bang. The length of the animation depends on how much of an impact the flash bang had on him.

CSGO_Anims_PlayerFlash01

CSGO_Anims_PlayerFlash02

CSGO_Anims_PlayerFlash03

Affects On The Hitboxes

The raising of the arm is also taken into account with the hitbox however the bullet will bypass the arm and directly hit the head if that’s where you are aiming so you don’t have to worry about this preventing you from landing headshots.

CSGO_Hitbox_Flash01

CSGO_Hitbox_Flash02

Updated View Model Animations

We also have some minor updates to the CT’s Fiveseven and T’s Tec-9 view model (first person view) animations.

- Improved Fiveseven viewmodel animation
- Improved Tec-9 viewmodel animation

Fiveseven’s View Model Animations

CSGO_Anims_FiveSeven

Tec-9 View Model Animations

CSGO_Anims_Tec9

Visual Updates

The weapons that used a scope will now blur when moving with them to demonstrate the weapon’s current inaccuracy.

Scope Lines

- The scope lines now blur out completely to better match the weapon’s current inaccuracy.

CSGO_ScopeBlur

UI Updates

The majority of the UI updates in this week’s patch resolve around improving the overall spectating experience of CS: GO.

Spectator UI

We have some minor updates to the spectator UI along with some big new additions such as preset camera positions.

Preset Camera Positons

- Added changeable, preset camera positions for all shipped maps that are activated by selecting a player with SHIFT + 0-9 while spectating. (see https://developer.valvesoftware.com/wiki/CSGO:_Spectator_Tools for more info)

CSGO_CameraList

How do I view a player through a static spectator camera?

Press the number key that corresponds to a living player that you want to view, like normal, but press SHIFT while doing so. So for example, if you would like to watch player “Bob” and “Bob” is in spectator player position 4, you would press “SHIFT-4″.

How does the game select a camera position?

When a player is selected to be viewed from a static camera, the game will check all of the camera positions to see which of them can see Bob. It then takes the list of cameras that can see Bob and weights them by a number of factors like distance, how many other players the camera can see, is the bomb in view, etc.

Once a camera has been selected, the spectator view mode switches to ROAMING and moves to the position of the selected camera spot, angling the view to encompass the selected player and any other relevant objects close by.

Since you are in ROAMING, you can still move and rotate the camera freely. The camera angle will not update automatically in this mode. You can force the camera angle to update by selecting the same player again with SHIFT plus the number that corresponds to that player (assuming they are still alive).

Note: if the system does not find a good static camera to switch to, it will fall back to viewing your selected player in first person mode.

How do I exit this static camera mode?

To exit this mode, you can hit SPACE to cycle to the next mode or simply press a number key of a living player to switch to the first person view of that player.

Example camera angle

CSGO_UI_CameraPreset

Roaming Mode Updates

- Target players now glow white when viewing from a spectator camera in ROAMING mode.

CSGO_UI_Roaming01

- When spectating in ROAMING mode, we now draw a subtle Aiming Vector Line that shows each player’s aiming direction.

CSGO_UI_Roaming02

C4 Glow Indicators

- Dropped C4 now glows for spectators (yellow = dropped, flashing red = planted, green = defused).

CSGO_UI_C4Yellow

CSGO_UI_C4Red

Freeze Time Updates

We have some updates to the freeze time panel and a new armor icon.

- Added more UI during freeze time to display player money, spent money that round, and kills/assists/deaths.
- Improved armor icons in spectator panels.

CSGO_UI_Freeze

Back End Changes

Updated Strings

The funfact window displayed at the end of the round now has the chance of displaying the kills earned with a StatTrak™ weapon.

    "funfact_kills_with_stattrak_weapon"        "%s1 added %s2 kills to their StatTrak weapons that round."

									

The weapons that have been renamed with a name tag will now show up as an attribute to help try and prevent scamming in this area.

    // Atributes
    "Attrib_NameWithCustomNameTag"        "Name Tag: ''%s1''"
									

The scoreboard will now display how many spectators are viewing the match.

    "SFUI_Scoreboard_Viewers"      "Viewers: %s1"

									

String update for the change in auto director keys.

    "SFUIHUD_Spectate_Navigation_Director_On"    "${+radio3} Turn AutoDirector On "
    "SFUIHUD_Spectate_Navigation_Director_Off"    "${+radio3} Turn AutoDirector Off "
									

Weapon Finish Workshop

We have some more updates to the weapon finish workshop with some details in the files regarding the actual submission of the weapon finishes.

The new directory for the weapon finish publish tool points to the CS GO SDK.

"GameInfo"
{
  FileSystem
  {
    SteamAppId      745  
    
    SearchPaths
    {
      weaponfinish_publish        |gameinfo_path|.
      weaponfinish_publish        platform
    }
  }
}
									

The published file browser dialog.

"lang"
{
  "Language" "English" 
  "Tokens"
  {
    // Published File Browser Dialog
    "Published_Files"        "Published Files:"
    "Button_Add"          "Add"
    "Button_Delete"          "Delete"
    "Button_Edit_nodots"      "Edit"
    "Button_Refresh"        "Refresh"


    // Publish File Dialog
    "Frame_Title"          "Upload Weapon Finish To Workshop"
    "Frame_Untitled"        " "
    "Title_ManageGames"        "Edit Configuration"
    "Button_Edit"          "Edit..."
    "Button_Remove"          "Remove"
    "Label_Name"          "Name"
    "Label_Directory"        "Directory"
    "ShowFAQ"            "More Info..."
    "Converted_INI"         "Game configuration files have been updated successfully!"
    "Note"               "Note"
    "Button_Search"          "Browse..."
    "Warning"            "Warning"
    "OK"              "OK"
    "Cancel_Button"          "Cancel"
    "Publish_Button"        "Publish"
    "View_FAQ_Button"        "Weapon Finish FAQ"
    "Preview_Image"          "Preview Image:"
    "Title_Heading"          "Title:"
    "Description_Heading"      "Description:"
    "Workbench_Files"        "Workbench (.txt) File:"
    "Image_Files"          "Source Image (.tga) file:"
    "VTF_Files"            "Valve Texture Format (.vtf) file:"
    "Microtransactions_Agreement"  "Create a payment entry for microtransactions"
    "Workshop_Agreement"      "I have read the Weapon Finish FAQ and accept the terms of the Steam Workshop Contribution Agreement"
    "View_Agreement"        "View Agreement"
    "Workshop_FAQ"          "CS:GO Workshop FAQ"
    "Update_Desc"          "Changes this update:"
  }
}  
									

Another resource file used by the weapon finish publisher tool.

///////////////////////////////////////////////////////////
// Tracker scheme resource file
//
// sections:
//    Colors      - all the colors used by the scheme
//    BaseSettings  - contains settings for app to use to draw controls
//    Fonts      - list of all the fonts used by app
//    Borders      - description of all the borders
//
///////////////////////////////////////////////////////////
Scheme
{
  //////////////////////// COLORS ///////////////////////////
  // color details
  // this is a list of all the colors used by the scheme
  Colors
  {
    // base colors
    "White"        "255 255 255 255"
    "OffWhite"      "221 221 221 255"
    "DullWhite"      "211 211 211 255"
    
    "TransparentBlack"  "0 0 0 128"
    "Black"        "0 0 0 255"

    "Blank"        "0 0 0 0"

    // base colors
    "BaseText"      "216 216 216 255"  // used in text windows, lists
    "BrightBaseText"  "225 225 225 255"  // brightest text
    "SelectedText"    "255 255 255 255"  // selected text
    "DimBaseText"    "160 170 149 255"  // dim base text
    "LabelDimText"    "160 170 149 255"  // used for info text
    "ControlText"    "216 216 216 255"  // used in all text controls
    "BrightControlText"  "196 181 80 255"  // use for selected controls
    "DisabledText1"    "117 128 111 255"  // disabled text
    "DisabledText2"    "40 46 34 255"    // overlay color for disabled text (to give that inset look)
    "DimListText"    "117 134 102 255"  // offline friends, unsubscribed games, etc.

    // background colors
    "ControlBG"      "64 64 64 255"    // background color of controls
    "ControlDarkBG"    "32 32 32 255"    // darker background color; used for background of scrollbars
    "WindowBG"      "48 48 48 255"    // background color of text edit panes (chat, text entries, etc.)
    "SelectionBG"    "149 136 49 255"  // background color of any selected text or menu item
    "SelectionBG2"    "40 46 34 255"    // selection background in window w/o focus
    "ListBG"      "56 56 56 255"    // background of server browser, buddy list, etc.

    // titlebar colors
    "TitleText"      "255 255 255 255"
    "TitleDimText"    "216 216 216 255"
    "TitleBG"      "64 64 64 0"
    "TitleDimBG"    "32 32 32 0"
    
    // slider tick colors
    "SliderTickColor"  "127 140 127 255"
    "SliderTrackColor"  "31 31 31 255"

    // border colors
    "BorderBright"    "128 128 128 255"  // the lit side of a control
    "BorderDark"    "128 128 128 255"    // the dark/unlit side of a control
    "BorderSelection"  "0 0 0 255"      // the additional border color for displaying the default/selected button

    "CheckButton.SelectedTextColor"  "255 255 255 255"
    "CheckButton.HighlightFgColor"  "255 255 255 255"
    "CheckButton.Check"        "255 255 255 255"
    "CheckButton.Border1"      "128 128 128 255"

    "TestColor"    "255 0 255 255"
  }

  ///////////////////// BASE SETTINGS ////////////////////////
  //
  // default settings for all panels
  // controls use these to determine their settings
  BaseSettings
  {
    // vgui_controls color specifications
    Border.Bright          "BorderBright"  // the lit side of a control
    Border.Dark            "BorderDark"    // the dark/unlit side of a control
    Border.Selection        "BorderSelection"      // the additional border color for displaying the default/selected button

    Button.TextColor        "ControlText"
    Button.BgColor          "ControlBG"
//    Button.ArmedTextColor      "BrightBaseText"
//    Button.ArmedBgColor        "SelectionBG"
//    Button.DepressedTextColor    "DimBaseText"
//    Button.DepressedBgColor      "ControlDarkBG"  
    Button.FocusBorderColor      "TransparentBlack"
    
    CheckButton.TextColor      "BaseText"
    CheckButton.SelectedTextColor  "BrightControlText"
    CheckButton.BgColor        "ListBG"
    CheckButton.Border1        "Border.Dark"     // the left checkbutton border
    CheckButton.Border2        "Border.Bright"    // the right checkbutton border
    CheckButton.Check        "BrightControlText"  // color of the check itself

    ComboBoxButton.ArrowColor    "DimBaseText"
    ComboBoxButton.ArmedArrowColor  "BrightBaseText"
    ComboBoxButton.BgColor      "ListBG"
    ComboBoxButton.DisabledBgColor  "ControlBG"

    Frame.TitleTextInsetX      30
    Frame.ClientInsetX        20
    Frame.ClientInsetY        6
    Frame.BgColor          "ControlBG"
    Frame.OutOfFocusBgColor      "ControlBG"
    Frame.FocusTransitionEffectTime  "0.3"  // time it takes for a window to fade in/out on focus/out of focus
    Frame.TransitionEffectTime    "0.3"  // time it takes for a window to fade in/out on open/close
    Frame.AutoSnapRange        "0"
    FrameGrip.Color1        "BorderBright"
    FrameGrip.Color2        "BorderSelection"
    FrameTitleButton.FgColor    "BorderBright"
    FrameTitleButton.BgColor    "ControlBG"
    FrameTitleButton.DisabledFgColor  "TitleDimText"
    FrameTitleButton.DisabledBgColor  "TitleDimBG"
    FrameSystemButton.FgColor    "TitleBG"
    FrameSystemButton.BgColor    "TitleBG"
    FrameSystemButton.Icon      "resource/icon_vconfig"
    FrameSystemButton.DisabledIcon  "resource/icon_steam_disabled"
    FrameTitleBar.TextColor      "TitleText"
    FrameTitleBar.BgColor      "TitleBG"
    FrameTitleBar.DisabledTextColor  "TitleText"
    FrameTitleBar.DisabledBgColor  "TitleBG"

    GraphPanel.FgColor        "White"
    GraphPanel.BgColor        "TransparentBlack"

    Label.TextDullColor        "DimBaseText"
    Label.TextColor          "ControlText"
    Label.TextBrightColor      "BrightBaseText"
    Label.SelectedTextColor      "BrightControlText"
    Label.BgColor          "ControlBG"
    Label.DisabledFgColor1      "DisabledText1"  
    Label.DisabledFgColor2      "DisabledText2"  

    ListPanel.TextColor          "BaseText"
    ListPanel.BgColor          "ListBG"
    ListPanel.SelectedTextColor      "BrightBaseText"
    ListPanel.SelectedBgColor      "SelectionBG"
    ListPanel.SelectedOutOfFocusBgColor  "SelectionBG2"
    ListPanel.EmptyListInfoTextColor  "DimBaseText"

    Menu.TextInset          "6"
    Menu.FgColor      "DimBaseText"
    Menu.BgColor      "ControlBG"
    Menu.ArmedFgColor    "BrightBaseText"
    Menu.ArmedBgColor    "SelectionBG"
    Menu.DividerColor    "BorderDark"

    Panel.FgColor          "BorderSelection"
    Panel.BgColor          "ControlBG"

    ProgressBar.FgColor        "Label.FgColor"
    ProgressBar.BgColor        "Label.BgColor"

    PropertySheet.TextColor      "ControlText"
    PropertySheet.SelectedTextColor    "BrightControlText"
    PropertySheet.TransitionEffectTime  "0"  // time to change from one tab to another

    RadioButton.TextColor      "ToggleButton.TextColor"
    RadioButton.SelectedTextColor    "ToggleButton.SelectedTextColor"

    RichText.TextColor        "TextEntry.TextColor"
    RichText.BgColor        "TextEntry.BgColor"
    RichText.SelectedTextColor    "TextEntry.SelectedTextColor"
    RichText.SelectedBgColor    "SelectionBG"

    ScrollBar.Wide          17

    ScrollBarButton.FgColor        "ControlText"
    ScrollBarButton.BgColor        "ControlDarkBG"
    ScrollBarButton.ArmedFgColor    "BrightBaseText"
    ScrollBarButton.ArmedBgColor    "ControlDarkBG"
    ScrollBarButton.DepressedFgColor  "BrightBaseText"
    ScrollBarButton.DepressedBgColor  "ControlDarkBG"

    ScrollBarSlider.BgColor        "ControlDarkBG"    // this isn't really used
    ScrollBarSlider.FgColor        "ControlBG"    // handle with which the slider is grabbed

    SectionedListPanel.HeaderTextColor  "BrightControlText"
    SectionedListPanel.HeaderBgColor  "Blank"
    SectionedListPanel.DividerColor    "BorderDark"
    SectionedListPanel.TextColor    "BaseText"
    SectionedListPanel.BrightTextColor  "White"
    SectionedListPanel.BgColor      "ListBG"
    SectionedListPanel.SelectedTextColor      "SelectedText"
    SectionedListPanel.SelectedBgColor        "SelectionBG"
    SectionedListPanel.OutOfFocusSelectedTextColor  "SelectedText"
    SectionedListPanel.OutOfFocusSelectedBgColor  "SelectionBG2"

    Slider.NobColor        "ControlDarkBG"    
    Slider.TextColor      "ControlBG"
    Slider.TrackColor      "ControlDarkBG"
//    Slider.DisabledTextColor1  "117 117 117 255"
//    Slider.DisabledTextColor2  "30 30 30 255"

    TextEntry.TextColor      "ControlText"
    TextEntry.BgColor      "ListBG"
    TextEntry.CursorColor    "Label.CursoColor"
    TextEntry.DisabledTextColor  "DimBaseText"
    TextEntry.DisabledBgColor  "ControlBG"
    TextEntry.SelectedTextColor  "SelectedText"
    TextEntry.SelectedBgColor  "SelectionBG"
    TextEntry.OutOfFocusSelectedBgColor  "SelectionBG2"
    TextEntry.FocusEdgeColor  "SelectionBG"

    ToggleButton.SelectedTextColor  "Label.SelectedTextColor"

//    Tooltip.TextColor      "0 0 0 196"
//    Tooltip.BgColor        "255 155 0 255"

    TreeView.BgColor      "ControlBG"

    WizardSubPanel.BgColor    "ControlBG"
  }

  //
  //////////////////////// FONTS /////////////////////////////
  //
  // describes all the fonts
  Fonts
  {
    // fonts are used in order that they are listed
    // fonts listed later in the order will only be used if they fulfill a range not already filled
    // if a font fails to load then the subsequent fonts will replace
    // fonts are used in order that they are listed
    "DebugFixed"
    {
      "1"
      {
        "name"    "Courier New"
        "tall"    "10"
        "weight"  "500"
        "antialias" "1"
      }
    }
    // fonts are used in order that they are listed
    "DebugFixedSmall"
    {
      "1"
      {
        "name"    "Courier New"
        "tall"    "7"
        "weight"  "500"
        "antialias" "1"
      }
    }
    "DefaultFixedOutline"
    {
      "1"
      {
        "name"    "Lucida Console"
        "tall"    "10"
        "weight"  "0"
        "outline"  "1"
      }
    }
    "Default"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "16"
        "weight"  "500"
      }
    }
    "DefaultBold"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "16"
        "weight"  "1000"
      }
    }
    "DefaultUnderline"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "16"
        "weight"  "500"
        "underline" "1"
      }
    }
    "DefaultSmall"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "13"
        "weight"  "0"
      }
    }
    "DefaultSmallDropShadow"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "13"
        "weight"  "0"
        "dropshadow" "1"
      }
    }
    "DefaultVerySmall"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "12"
        "weight"  "0"
      }
    }

    "DefaultLarge"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "18"
        "weight"  "0"
      }
    }
    "UiBold"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "12"
        "weight"  "1000"
      }
    }
    "MenuLarge"
    {
      "1"
      {
        "name"    "Verdana"
        "tall"    "16"
        "weight"  "600"
        "antialias" "1"
      }
    }

    "ConsoleText"
    {
      "1"
      {
        "name"    "Lucida Console"
        "tall"    "10"
        "weight"  "500"
      }
    }

    // this is the symbol font
    "Marlett"
    {
      "1"
      {
        "name"    "Marlett"
        "tall"    "14"
        "weight"  "0"
        "symbol"  "1"
      }
    }

    "Trebuchet24"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "24"
        "weight"  "900"
      }
    }


    "Trebuchet20"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "20"
        "weight"  "900"
      }
    }

    "Trebuchet18"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "18"
        "weight"  "900"
      }
    }

    // HUD numbers
    // We use multiple fonts to 'pulse' them in the HUD, hence the need for many of near size
    "HUDNumber"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "40"
        "weight"  "900"
      }
    }
    "HUDNumber1"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "41"
        "weight"  "900"
      }
    }
    "HUDNumber2"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "42"
        "weight"  "900"
      }
    }
    "HUDNumber3"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "43"
        "weight"  "900"
      }
    }
    "HUDNumber4"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "44"
        "weight"  "900"
      }
    }
    "HUDNumber5"
    {
      "1"
      {
        "name"    "Trebuchet MS"
        "tall"    "45"
        "weight"  "900"
      }
    }
    "DefaultFixed"
    {
      "1"
      {
        "name"    "Lucida Console"
        "tall"    "10"
        "weight"  "0"
      }
//      "1"
//      {
//        "name"    "FixedSys"
//        "tall"    "20"
//        "weight"  "0"
//      }
    }

    "DefaultFixedDropShadow"
    {
      "1"
      {
        "name"    "Lucida Console"
        "tall"    "10"
        "weight"  "0"
        "dropshadow" "1"
      }
//      "1"
//      {
//        "name"    "FixedSys"
//        "tall"    "20"
//        "weight"  "0"
//      }
    }

    "CloseCaption_Normal"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "16"
        "weight"  "500"
      }
    }
    "CloseCaption_Italic"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "16"
        "weight"  "500"
        "italic"  "1"
      }
    }
    "CloseCaption_Bold"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "16"
        "weight"  "900"
      }
    }
    "CloseCaption_BoldItalic"
    {
      "1"
      {
        "name"    "Tahoma"
        "tall"    "16"
        "weight"  "900"
        "italic"  "1"
      }
    }

    TitleFont
    {
      "1"
      {
        "name"    "HalfLife2"
        "tall"    "72"
        "weight"  "400"
        "antialias"  "1"
        "custom"  "1"
      }
    }

    TitleFont2
    {
      "1"
      {
        "name"    "HalfLife2"
        "tall"    "120"
        "weight"  "400"
        "antialias"  "1"
        "custom"  "1"
      }
    }
  }

  //
  //////////////////// BORDERS //////////////////////////////
  //
  // describes all the border types
  Borders
  {
    BaseBorder    InsetBorder
    ButtonBorder  RaisedBorder
    ComboBoxBorder  InsetBorder
    MenuBorder    RaisedBorder
    BrowserBorder  InsetBorder
    PropertySheetBorder  RaisedBorder
    TabBorder    RaisedBorder
    CheckBorder InsetBorder
    FrameBorder  RaisedBorder

    TitleButtonBorder  RaisedBorder
    TitleButtonDepressedBorder InsetBorder
    TitleButtonDisabledBorder
    {
      "backgroundtype" "0"
    }


    ScrollBarButtonBorder
    {
      "inset" "1 0 0 0"
      Left
      {
        "1"
        {
          "color" "BorderBright"
          "offset" "0 1"
        }
      }

      Right
      {
        "1"
        {
          "color" "BorderDark"
          "offset" "1 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "BorderBright"
          "offset" "0 0"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "BorderDark"
          "offset" "0 0"
        }
      }
    }

    InsetBorder
    {
      "inset" "0 0 1 1"
      Right
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 1"
        }
      }

      Left
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "1 0"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 0"
        }
      }
    }

    DepressedBorder
    {
      "inset" "0 0 1 1"
      Left
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 1"
        }
      }

      Right
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "1 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 0"
        }
      }
    }
    RaisedBorder
    {
      "inset" "0 0 1 1"
      Right
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 1"
        }
      }

      Left
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 1"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 0"
        }
      }
    }
    
    ScrollBarButtonBorder
    {
      "inset" "2 2 0 0"
      Left
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 1"
        }
      }

      Right
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "1 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 0"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }
    }
    
    ScrollBarButtonDepressedBorder
    {
      "inset" "2 2 0 0"
      Left
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 1"
        }
      }

      Right
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "1 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 0"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }
    }

    TabActiveBorder
    {
      "inset" "0 0 1 0"
      Left
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

      Right
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "1 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

    }


    ToolTipBorder
    {
      "inset" "0 0 1 0"
      Left
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

      Right
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "1 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }
    }

    // this is the border used for default buttons (the button that gets pressed when you hit enter)
    ButtonKeyFocusBorder
    {
      "inset" "0 0 1 1"
      Right
      {
        "1"
        {
          "color" "Border.Selection"
          "offset" "0 0"
        }
        "2"
        {
          "color" "Border.Dark"
          "offset" "1 1"
        }
      }
      Bottom
      {
        "1"
        {
          "color" "Border.Selection"
          "offset" "0 0"
        }
        "2"
        {
          "color" "Border.Dark"
          "offset" "1 1"
        }
      }
      Left
      {
        "1"
        {
          "color" "Border.Selection"
          "offset" "0 0"
        }
        "2"
        {
          "color" "Border.Bright"
          "offset" "1 0"
        }
      }
      Top
      {
        "1"
        {
          "color" "Border.Selection"
          "offset" "0 0"
        }
        "2"
        {
          "color" "Border.Bright"
          "offset" "1 0"
        }
      }
    }

    ButtonDepressedBorder
    {
      "inset" "2 1 1 1"
      Right
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "1 1"
        }
      }

      Left
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "1 0"
        }
      }

      Bottom
      {
        "1"
        {
          "color" "Border.Bright"
          "offset" "0 0"
        }
      }

      Top
      {
        "1"
        {
          "color" "Border.Dark"
          "offset" "0 0"
        }
      }
    }
  }

  //////////////////////// CUSTOM FONT FILES /////////////////////////////
  //
  // specifies all the custom (non-system) font files that need to be loaded to service the above described fonts
  CustomFontFiles
  {
    "1"    "resource/HALFLIFE2.ttf"
  
  }
}
									

Weapon Finish Workshop Guide

The page is now live for the weapon finish workshop guide.

http://blog.counter-strike.net/workshop/finishes/

CSGO_WorkshopGuide

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  • KolgazTV

    hope the day will come, when csgo gonna be great game as 1.6 was

    • Steve

      it will be when people stop comparing it to 1.6.

      • sagragoth

        Yeah they’re not trying to make 1.6. It wasn’t even the best version IMO, 1.4-1.5 was way better and so much balance was changed at the same time they added the anti-cheat mechanics.

  • VOLVO

    It seems like Icefrog is now doing CSGO balance Kappa

    • VULVA

      After all IceFrog is working for Valve now…

    • q

      i dont know how you think this is funny

      • Daz

        At the beggining, Icefrog arrived at valve to help improving CS.

  • IAMAORCAWHALE

    ded gaem

  • Rabbit Hoe

    great update!

  • Bob Loblaw

    Thanks for CS:GO patch analysis, Matt

  • asdas

    Thats really weird that im in two of those pictures

  • CWM

    damn it, i skipped my job for dota event ._. should i go to work, or it will be released today, dude?

  • Tomahawk007

    I’m the only one who can’t play with CSGO after that patch?…..

  • RVN gorronegro
  • mr.focus

    Dear Cyborgmatt pls try compel Gabe still add Diretide 2013

  • LairenyX

    NIGHT STALKER COSMETIC + MATHCING HUDDDDD

  • Fanboy321

    Cool site thank you for. For cfg and some here is another Site http://cs-go-download.blogspot.com