Les équipes de Valve continuent de mettre à jour leur FPS, cette fois-ci comme la fois dernière, c’est plutôt l’esthétique du jeu qui est renouvelée même si quelques autres détails méritent d’être évoqués.
Premier “gros” changement rapidement remarqué par tous, après s’être attaqué aux pistolets, le son des snipers a été revu et l’AWP n’a pas été épargnée. Le bruit mythique du sniper vert fait donc place à un son moins sourd, même constat pour les auto et le G3SG1 qui voient donc leur son modifié.
Autre modification importante puisqu’il ne sera plus possible de voir une zone sans que la personne s’y situant ne puisse nous apercevoir, tout comme le “lag compensation” qui a été réajusté afin que le joueur vu soit à sa place réelle et non pas à une position habituellement corrigée par ce “lag compensation” : fini les balles qui passent à travers les skins sans faire le moindre dégât.
La molotov a aussi été modifiée puisque ses flammes ne passeront plus au travers des portes non fermées, il sera également possible de mettre une molotov par dessus un fumigène sans que celle-ci soit éteinte. Quelques corrections ont également été apportées à la map Cache et à la caméra des spectateurs. Pour plus de détails voici les logs originaux évoqués par les développeurs sur leur site officiel :
[GAMEPLAY]
- The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
- When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
- If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
- Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
- The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
- First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
- Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
- Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.
- Molotovs are no longer extinguished by smokes that are above the fire height.
- Molotovs no longer spread under closed doors.
- Smoke grenades no longer get stuck in player clips when they extinguish flames upon bouncing off a wall.
[SOUND]
- Increased fidelity and reduced distortion for fire sounds for AWP, SSG 08, G3SG1 and SCAR-20.
- Added unique reload, distant and draw sounds for SSG 08, G3SG1 and SCAR-20.
- Gunshot tails for AWP, SSG 08, G3SG1 and SCAR-20 no longer remain at the position they were fired, and instead more accurately spread over the environment.
[MAPS]
- Latest version of de_cache, minor bug fixes.
[MISC]
- Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
- Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.”