This article was originally published on GameSpot's sister site onGamers.com, which was dedicated to esports coverage.
Updated:This post now includes the 7/2 and 7/3 updates at the start
Weapon | 7/1 Value | 7/3 Value |
---|---|---|
Tec 9 | Inaccuracy Fire = 15.88 | Inaccuracy Fire = 52.88 |
Tec 9 | Recoil Magnitude = 15 | Recoil Magnitude = 29 |
ServerVersion = 119
PatchVersion = 1.34.0.1
Added to the AztecWater VMT"GPU<2"
{
"$fallbackmaterial" "liquids/aztecwater_cheap"
}
Added to the Shack_Water VMT"GPU<2"
{
"$fallbackmaterial" "liquids/shack_water_cheap"
}
New VMT Aztecwater_cheapNew VMT Shack_water_cheap
Changes to UI's actionscriptfunction SetLayoutForPauseMenu()
{
MissionsPanel.Background._width = PAUSE_MENU_WIDTH;
MissionsPanel.Title.Status._visible = false;
for (var _loc2 = 0; _loc2 < 2; _loc2)
{
var _loc1 = MissionsPanel.MissionDoc["Tile" _loc2];
_loc1.Active._x = 0;
_loc1.Name._width = PAUSE_MENU_WIDTH;
_loc1.Desc._width = PAUSE_MENU_WIDTH - 40;
- _loc1.Desc._width = PAUSE_MENU_WIDTH - 10;
_loc1.Active._x = PAUSE_MENU_WIDTH - 2;
} // end of for
} // End of the function
Showcase of the UI's possible appearance
Changes to UI's actionscriptcase "Drop":
{
var _loc3 = "";
- if (this._QuestId != 0 && this._ItemXuid != null && this._ItemXuid != undefined)
if (this._QuestId != 0 && this._QuestId != null && this._QuestId != undefined)
Showing of the UI's elements
Big changes to the UI's action scriptMore changes to UI's actionscriptfunction onLoadInit(movieClip)
{
movieClip._width = avatarWidth;
movieClip._height = avatarHeight;
ScoreBoard.InnerScoreBoard.Spectator_Scoretable._visible = !_global.ScoreboardAPI.IsQueuedMatchmaking();
ScoreBoard.gotoAndStop("StartShow");
} // End of the function
function SetScrollingText(newText)
{
TickerTextField.text = newText;
return (TickerTextField.textWidth);
----
function showPanel()
{
trace ("Scoreboard: Calling showPanel!");
if (!scoreboardVisible)
{
- timerInterval = setInterval(gameAPI.TimerCallback, 250, null);
m_numSelectedRowIndex = 0;
if (GetGamePhase() == 4 || GetGamePhase() == 5)
----
ScoreBoard.InnerScoreBoard.
CursorHint.gotoAndPlay("StartAnim");
TickerTextField.autoSize = true;
ScoreBoard.gotoAndStop("StartShow");
ScoreBoard._visible = true;
scoreboardVisible = true;
----
function InitItemDropPanel()
{
- timerInterval = setInterval(gameAPI.TimerCallback, 50, null);
m_nItemDropCurIndex = 0;
m_nItemDropErrorOffset = 0;
itemDropArray = [];
} // End of the function
function ShowItemPanelStart()
----
var NUM_MAPVOTE_PANELS = 10;
var NUM_MAPVOTE_CHECKS = 10;
var MAX_LOCAL_PLAYER_ITEMS = 3;
var MAX_ITEM_DROP_PANELS = 5;
var MAX_ITEM_DROP_PANELS_CASUAL = 6;
var EXTRA_ITEM_DROP_PANEL = MAX_ITEM_DROP_PANELS;
var scoreboardNav = new Lib.NavLayout();
var scoreboardCursorNav = new Lib.NavLayout();
var TickerTextField = ScoreBoard.InnerScoreBoard.Ticker.InnerTicker.TickerText;
var scoreboardVisible = false;
- var timerInterval;
Showcase of the UI's possible appearance
Client.dllServer.dll
But it does look like the same tools were used for something else Valve's created... :)
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The overall fog of the map was decreased more.Gallery
Visibility was blocked on the bottom of A bombsiteGallery
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The box at bomb site A was changed; as you can see by the image it is now spammable.Gallery
Pillars were moved or had their texture changed making many of the places spammable nowGallery
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According to my CSS friends; this classical Latin music is from and is now added back in CS:GO Your browser does not support the video tag.
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Also - with the release of the new bullet penetration system and UI display; Valve has released a blog/wiki detailing itTeased within this guide seems to be a sneak peak to the new de_train
Weapon | Old Value | New Value |
---|---|---|
Desert Eagle | InaccuracyCrouch = 3.78 | InaccuracyCrouch = 2.18 |
Desert Eagle | InaccuracyStand = 7.70 | InaccuracyStand = 4.20 |
Dual Elites | WeaponPrice = 700 | WeaponPrice = 500 |
Mag 7 | Penetration = 0 | Penetration = 1 |
Mag 7 | Damage = 28 | Damage = 30 |
Mag 7 | Range = 1500 | Range = 1400 |
Mag 7 | Bullets = 9 | Bullets = 8 |
Sawed Off | Damage = 30 | Damage = 32 |
Sawed Off | Range = 750 | Range = 650 |
Sawed Off | Bullets = 9 | Bullets = 8 |
Sawed Off | Spread = 60.00 | Spread = 62.00 |
SSG 08 | WeaponPrice = 2000 | WeaponPrice = 1700 |
SSG 08 | Spread = 0.30 | Spread = 0.28 |
SSG 08 | SpreadAlt = 0.30 | SpreadAlt = 0.23 |
SSG 08 | InaccuracyCrouchAlt = 3.00 | InaccuracyCrouchAlt = 2.80 |
SSG 08 | InaccuracyStandAlt = 4.00 | InaccuracyStandAlt = 3.00 |
Tec 9 | InaccuracyCrouch = 8.57 | InaccuracyCrouch = 7.57 |
Tec 9 | InaccuracyStand = 11.43 | InaccuracyStand = 9.43 |
Tec 9 | InaccuracyFire = 52.88 | InaccuracyFire = 15.88 |
Tec 9 | InaccuracyMove = 13.81 | InaccuracyMove = 13.81 |
Tec 9 | RecoilMagnitude = 29 | RecoilMagnitude = 15 |
XM 1014 | SpreadAlt = 0.50 | SpreadAlt = 0.30 |
XM 1014 | WeaponPrice = 2200 | WeaponPrice = 2000 |
XM 1014 | Penetration = 0 | Penetration = 1 |
XM 1014 | Spread = 40.00 | Spread = 38.00 |
M249 Contrast Spray Skin
MAG-7 Storm Skin
MP9 Storm Skin
XM1014 VariCamo Blue Skin
AWP Pink DDPAT Skin
USP-S Road Rash Skin
SSG 08 Detour Skin
M4A1-S Master Piece Skin
Desert Eagle Urban DDPAT Skin
MP7 Gunsmoke Skin
Glock-18 Night Skin
P2000 Grassland Skin
CZ75 Nitro Skin
Sawed Off Sage Spray Skin
UMP 45 Scorched Skin
P90 Storm Skin
SCAR-20 Storm Skin
Dual Berettas Briar Skin
MAC-10 Indigo Skin
UMP-45 Indigo Skin
MAG-7 Silver Skin
Nova Green Apple Skin
Sawed Off Rust Coat Skin
USP-S Royal Blue Skin
P2000 Chainmail Skin
MP9 Dark Age Skin
CZ75 Chalice Skin
Desert Eagle Hand Cannon Skin
M4A1-S Knight Skin
AWP Dragon Lore Skin
G3SG1 Contractor Skin
SSG 08 Sand Dune Skin
MP7 Olive Plaid Skin
MP9 Green Plaid
CZ75 Green Plaid Skin
P90 Leather Skin
MAC-10 Commuter Skin
P2000 Coach Class Skin
SG 553 Traveler Skin
Sawed-Off First Class Skin
XM1014 Red Leather Skin
USP-S Business Class Skin
AK-47 First Class Skin
Desert Eagle Pilot Skin
AK-47 Jet Set Skin
MP7 Urban Hazard Skin
Negev Desert Strike Skin
P2000 Ivory Skin
SSG 08 Abyss Skin
UMP-45 Labyrinth
PP-Bizon Osiris
CZ-75 Tigris Skin
Nova Koi Skin
P250 Supernova Skin
Desert Eagle Conspiracy Skin
Five Seven Fowl Play Skin
Glock-18 Water Elemental Skin
P90 Asiimov Skin
M4A1-S Cyrex Skin
Rare Item - Butterfly Knife
Your browser does not support the video tag.
ServerVersion = 117
PatchVersion = 1.34.0.0
de_dust2.nav
de_inferno.nav
de_mirage.nav
de_nuke.nav
Below showcases the associated VTF and VMT files related to the model's color mask:
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The following files have been added for this model:
bench_wood_color.vmt
bench_wood_color.vtf
bench_wood_mask.vtf
bench_wood_new.dx90.vtx
bench_wood_new.mdl
bench_wood_new.phy
bench_wood_new.vvd
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Below showcases the associated VTF and VMT related files to the model's color mask:
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The following files have been added for this model:
stone_bench_normal.vtf
stone_bench_color.vtf
stone_bench_color.vmt
stone_bench.vvd
stone_bench.phy
stone_bench.mdl
stone_bench.dx90.vtx
Below showcases the associated VTF and VMT related files to the model's color mask:
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The following files have been added for this model:
arch_stone03_new_color.vmt
arch_stone03_new_color.vtf
arch_stones02_new.dx90.vtx
arch_stones02_new.mdl
arch_stones02_new.phy
arch_stones02_new.vvd
arch_stones03_new.dx90.vtx
arch_stones03_new.mdl
arch_stones03_new.phy
arch_stones03_new.vvd
Below showcases the associated VTF and VMT related files to the model's color mask:
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The following files have been added for this model:
bridge_arch01_new.dx90.vtx
bridge_arch01_new.mdl
bridge_arch01_new.phy
bridge_arch01_new.vvd
bridge_arch01_new_color.vmt
bridge_arch01_new_color.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
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The following files have been added for this model:
church_ornament_01.dx90.vtx
church_ornament_01.mdl
church_ornament_01.phy
church_ornament_01.vvd
church_ornament_01_color.vmt
church_ornament_01_color.vtf
church_ornament_01_normal.vtf
The following files have been added for this model:
church_stone_trim_new.dx90.vtx
church_stone_trim_new.mdl
church_stone_trim_new.phy
church_stone_trim_new.vvd
Below showcases the associated VTF, VMT, and REF VTF files to the model's color mask:
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The following files have been added for this model:
confessional_new.dx90.vtx
confessional_new.mdl
confessional_new.phy
confessional_new.vvd
confessional_new_color.vmt
confessional_new_color.vtf
confessional_new_ref.vtf
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Physic CharacteristicsGallery
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Physic CharacteristicsGallery
Physic Characteristics Gallery
Physic Characteristics Gallery
Physic CharacteristicsBelow showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
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The following files have been added for this model:
stone_pillar_108_new.dx90.vtx
stone_pillar_108_new.mdl
stone_pillar_108_new.phy
stone_pillar_108_new.vvd
stone_pillar_108_new_color.vmt
stone_pillar_108_new_color.vtf
stone_pillar_108_new_normal.vtf
stone_pillar_96_new_normal.vtf
stone_pillar_96_new_color.vtf
stone_pillar_96_new_color.vmt
stone_pillar_96_new_color.vmt
stone_pillar_96_new.phy
stone_pillar_96_new.mdl
stone_pillar_96_new.dx90.vtx
stone_pillar_94_new.vvd
stone_pillar_94_new.phy
stone_pillar_94_new.mdl
stone_pillar_94_new.dx90.vtx
stone_pillar_86_new.vvd
stone_pillar_86_new.phy
stone_pillar_86_new.mdl
stone_pillar_86_new.dx90.vtx
stone_pillar_77_new.vvd
stone_pillar_77_new.phy
stone_pillar_77_new.mdl
stone_pillar_77_new.dx90.vtx
stone_pillar_73_new.vvd
stone_pillar_73_new.phy
stone_pillar_73_new.mdl
stone_pillar_73_new.dx90.vtx
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
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The following files have been added for this model:
doorarcha_new_color.vmt
doorarcha_new_color.vtf
doorarcha_new_normal.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the both model's color mask:
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The following files have been added for this model:
hand_sculpture.dx90.vtx
hand_sculpture.mdl
hand_sculpture.phy
hand_sculpture.vvd
hand_sculpture_color.vmt
hand_sculpture_color.vtf
hand_sculpture_normal.vtf
head_sculpture.dx90.vtx
head_sculpture.mdl
head_sculpture.phy
head_sculpture.vvd
head_sculpture_color.vmt
head_sculpture_color.vtf
head_sculpture_normal.vtf
Below showcases the associated VTF and VMT related files to the model's color mask:
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The following files have been added for this model:
infarchc_new.dx90.vtx
infarchc_new.mdl
infarchc_new.phy
infarchc_new.vvd
infarchc_new_color.vmt
infarchc_new_color.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
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The following files have been added for this model:
inferno_church_entrance.dx90.vtx
inferno_church_entrance.mdl
inferno_church_entrance.phy
inferno_church_entrance.vvd
inferno_church_entrance_color.vmt
inferno_church_entrance_color.vtf
inferno_church_entrance_normal.vtf
Below showcases the associated VTF, VMT, and REF VTF files to the model's color mask:
Gallery
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
Gallery
The following files have been added for this model:
light_streetlight_new.dx90.vtx
light_streetlight_new.mdl
light_streetlight_new.phy
light_streetlight_new.vvd
light_streetlight_new_color.vmt
light_streetlight_new_color.vtf
light_streetlight_new_normal.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
Gallery
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The following files have been added for this model:
logpile_cloth.dx90.vtx
logpile_cloth.mdl
logpile_cloth.phy
logpile_cloth.vvd
logpile_cloth_color.vmt
logpile_cloth_color.vtf
logpile_cloth_normal.vtf
logpile_new.dx90.vtx
logpile_new.mdl
logpile_new.phy
logpile_new.vvd
logpile_new_color.vmt
logpile_new_color.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
Gallery
The following files have been added for this model:
monument_new.dx90.vtx
monument_new.mdl
monument_new.phy
monument_new.vvd
monument_new_color.vmt
monument_new_color.vtf
monument_new_normal.vtf
The following files have been added for this model:
potted_plant1_simple.dx90.vtx
potted_plant1_simple.mdl
potted_plant1_simple.phy
potted_plant1_simple.vvd
potted_plant2_simple.dx90.vtx
potted_plant2_simple.mdl
potted_plant2_simple.phy
potted_plant2_simple.vvd
Below showcases the associated VTF, VMT, and normal mapping VTF files to the model's color mask:
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The following files have been added for this model:
spireb_new.dx90.vtx
spireb_new.mdl
spireb_new.phy
spireb_new.vvd
spireb_new_color.vmt
spireb_new_color.vtf
spireb_new_normal.vtf
Below showcases the associated VTF/VTF REF and VMT files to the model's color mask:
Gallery
The following files have been added for this model:
transportation_rack.dx90.vtx
transportation_rack.mdl
transportation_rack.phy
transportation_rack.vvd
transportation_rack_color.vmt
transportation_rack_color.vtf
transportation_rack_ref.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
Gallery
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The following files have been added for this model:
wire_spool01_new.dx90.vtx
wire_spool01_new.mdl
wire_spool01_new.phy
wire_spool01_new.vvd
wire_spool_new_color.vtf
wire_spool_new_normal.vtf
wire_spool_new_color.vmt
wire_spool_02_new_color.vtf
wire_spool_02_new_color.vmt
wire_spool02_new.dx90.vtx
wire_spool02_new.mdl
wire_spool02_new.phy
wire_spool02_new.vvd
wire_spool02_new_normal.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
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The following files have been added for this model:
truck003a_new.dx90.vtx
truck003a_new.mdl
truck003a_new.phy
truck003a_new.vvd
truck003a_new_color.vmt
truck003a_new_color.vtf
truck003a_new_normal.vtf
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Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:
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The following files have been added for this model:
car003a_new.dx90.vtx
car003a_new.mdl
car003a_new.phy
car003a_new.vmt
car003a_new.vtf
car003a_new.vvd
car003a_normal.vtf
Below showcases the associated VTF color and VMT related files to the model's color mask:
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The following files have been added for this texture:
infbaseb_new_color.vmt
infbaseb_new_color.vtf
infbaseb_new_normal.vtf
Below showcases the associated normal mapping VTFs and VMTs related files to the model's color mask:
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Old EditionNew Edition
Model ViewBasic Smooth Model ViewWireframe Model ViewThese images shows the related VMT files that go with the Contributor's Icons and Tokens:
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The following files were added for these tokens and icons:
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De_Assault Preview ImageGallery
De_Cache Preview ImageGallery
Preview Image to the Training CourseOperation Breakout's Map Preview Imagescs_insertionde_blackgoldde_castlede_mistde_overgrowncs_rushEach map has a radar map associated with it for the players; there is also a spectator included radar but only appears different on some mapsGallery
cs_insertion de_blackgoldGallery
de_castle Gallery
de_overgrown de_mistcs_rush
UI avatar updatesGallery
Choose Team UIGallery
Friend List UIGallery
Icon the UI usesGallery
Loading Screen UIGallery
Top of Main Menu UIGallery
Menu Pause UIGallery
Graphical UIGallery
Menu's UI SystemGallery
Tool tip UIGallery
Background UIBeforeAfter
Location of these text strings are represented in the postprocess.txtzoomed_rifle
- "localcontrast" "0.3"
"localcontrast" "0.15"
zoomed_sniper
- "localcontrast" "0.5"
- "vignettestart" "0.1"
- "vignetteend" "0.65"
- "vignetteblur" "0.65"
- "depthblur_focaldist" "0.1"
- "depthblur_strength" "0.4"
- "screenblur_strength" "0.15"
- "filmgrain_strength" "1.0"
"localcontrast" "0.15"
"vignettestart" "0.65"
"vignetteend" "0.85"
"vignetteblur" "0.95"
"depthblur_focaldist" "0.0"
"depthblur_strength" "0.0"
"screenblur_strength" "0.0"
"filmgrain_strength" "0.0"
zoomed_sniper_moving
- "localcontrast" "0.5"
- "vignettestart" "0.01"
- "vignetteend" "0.45"
- "vignetteblur" "0.75"
- "depthblur_strength" "0.45"
- "screenblur_strength" "0.2"
- "filmgrain_strength" "1.0"
"localcontrast" "0.0"
"vignettestart" "0.35"
"vignetteend" "0.9"
"vignetteblur" "0.8"
"depthblur_strength" "0.0"
"screenblur_strength" "0.05"
"filmgrain_strength" "0.0"
New string relates to the back-end addition of forcing a player to a assigned team if one is not selected themselves.
Location of these text strings are represented in the bspconvar_whitelist.txt// spectator, death, spawning and camera convars
mp_force_assign_teams 1
String updates relate to the back-end additions/changes to the map group's UI functions
Location of these text strings are represented in the gamemodes.txt"mapgroups"
// Map cycle groups
- "mg_hostage"
- "imagename" "mapgroup-hostage"
- "nameID" "#SFUI_Mapgroup_hostage"
- "name" "mg_hostage"
- "maps"
- "cs_militia" ""
- "cs_assault" ""
- "cs_office" ""
- "cs_italy" ""
- "mg_bomb"
- "imagename" "mapgroup-bomb"
- "nameID" "#SFUI_Mapgroup_bomb"
- "name" "mg_bomb"
- "maps"
- "de_dust2" ""
- "de_train" ""
- "de_inferno" ""
- "de_mirage" ""
- "de_cbble" ""
- "de_overpass" ""
- "de_dust" ""
- "de_aztec" ""
- "de_nuke" ""
- "de_vertigo" ""
----
"mg_op_breakout"
"imagename" "mapgroup-breakout"
"nameID" "#SFUI_mapgroup_op_breakout"
"tooltipMaps" "de_castle,de_overgrown,de_blackgold,
de_mist,cs_rush,cs_insertion"
"tooltipID" "#SFUI_MapGroup_Tooltip_Desc_Operation"
"name" "mg_op_breakout"
"requires_attr" "season access"
"requires_attr_value" "3"
"requires_attr_reward" "minutes played"
"show_medal_icon" "4OpBreakout$Community Season Four Summer 2014"
"show_rich_presence" "_breakout"
"grouptype" "op_breakout"
"maps"
"de_castle" ""
"de_overgrown" ""
"de_blackgold" ""
"de_mist" ""
"cs_rush" ""
"cs_insertion" ""
"mg_active"
"imagename" "mapgroup-active"
"nameID" "#SFUI_Mapgroup_active"
"tooltipID" "#SFUI_MapGroup_Tooltip_Desc_Active"
"tooltipMaps" "de_dust2,de_nuke,de_mirage,de_inferno
,de_cbble,de_overpass,de_cache"
"name" "mg_active"
"grouptype" "active"
"maps"
"de_dust2" ""
"de_nuke" ""
"de_mirage" ""
"de_inferno" ""
"de_cbble" ""
"de_overpass" ""
"de_cache" ""
"mg_reserves"
"imagename" "mapgroup-reserves"
"nameID" "#SFUI_Mapgroup_reserves"
"tooltipID" "#SFUI_MapGroup_Tooltip_Desc_Reserves"
"tooltipMaps" "de_train,de_aztec,de_dust,de_vertigo,
cs_office,cs_italy,cs_assault,cs_militia"
"name" "mg_reserves"
"grouptype" "reserves"
"maps"
"de_train" ""
"de_aztec" ""
"de_dust" ""
"de_vertigo" ""
"cs_office" ""
"cs_italy" ""
"cs_assault" ""
"cs_militia" ""
String updates relate to the back-end of adding tool tips for the map groups
Location of these text strings are represented in the gamemodes.txtDeathmatch
"tooltipID" "#SFUI_MapGroup_Tooltip_Desc_DeathMatch"
ArmsRace
"tooltipID" "#SFUI_MapGroup_Tooltip_Desc_Armsrace"
"tooltipMaps" "ar_monastery,ar_shoots,ar_baggage"
Demolition
"tooltipID" "#SFUI_MapGroup_Tooltip_Desc_demo"
"tooltipMaps" "de_lake,de_stmarc,de_sugarcane,de_bank,de_safehouse,
de_shorttrain"
String updates relate to the back-end additions of the old map group selections and functions that is currently not in use
Location of these text strings are represented in the gamemodes.txt// not used currently
// "mg_hostage"
// {
// "imagename" "mapgroup-hostage"
// "nameID" "#SFUI_Mapgroup_hostage"
// "name" "mg_hostage"
// "maps"
// {
// "cs_militia" ""
// "cs_assault" ""
// "cs_office" ""
// "cs_italy" ""
// }
// }
// "mg_bomb"
// {
// "imagename" "mapgroup-bomb"
// "nameID" "#SFUI_Mapgroup_bomb"
// "name" "mg_bomb"
// "maps"
// {
// "de_dust2" ""
// "de_train" ""
// "de_inferno" ""
// "de_mirage" ""
// "de_cbble" ""
// "de_overpass" ""
// "de_dust" ""
// "de_aztec" ""
// "de_nuke" ""
// "de_vertigo" ""
// "de_cache" ""
// }
// end of not used currently
String updates relate to the back-end additions of tool tips with each map classifying which group it is located in
Location of these text strings are represented in the gamemodes.txt"mg_de_train"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_de_dust"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_de_dust2"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Active"
"grouptype" "active"
"mg_de_aztec"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_de_inferno"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Active"
"grouptype" "active"
"mg_de_mirage"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Active"
"grouptype" "active"
"mg_de_nuke"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Active"
"grouptype" "active"
"mg_de_vertigo"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_cs_italy"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_cs_office"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_cs_militia"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_cs_assault"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Reserves"
"grouptype" "reserves"
"mg_de_overpass"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Active"
"grouptype" "active"
"mg_de_cbble"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Active"
"grouptype" "active"
Phoenix Maps
"tooltipID" "#SFUI_Map_Tooltip_Desc_Active"
"grouptype" "active"
String updates relate to the back-end additions for UI and descriptions with the new operation maps
Location of these text strings are represented in the gamemodes.txt//Operation Breakout
"mg_de_castle"
{
"imagename" "map-castle-overall"
"nameID" "#SFUI_Map_de_castle"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Operation"
"name" "mg_de_castle"
"icontag" "bomb"
"requires_attr" "season access"
"requires_attr_value" "3"
"requires_attr_reward" "minutes played"
"show_medal_icon" "4OpBreakout$Community Season Four Summer 2014"
"show_rich_presence" "_breakout"
"grouptype" "op_breakout"
"maps"
{
"de_castle" ""
}
}
"mg_de_overgrown"
{
"imagename" "map-overgrown-overall"
"nameID" "#SFUI_Map_de_overgrown"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Operation"
"name" "mg_de_overgrown"
"icontag" "bomb"
"requires_attr" "season access"
"requires_attr_value" "3"
"requires_attr_reward" "minutes played"
"show_medal_icon" "4OpBreakout$Community Season Four Summer 2014"
"show_rich_presence" "_breakout"
"grouptype" "op_breakout"
"maps"
{
"de_overgrown" ""
}
}
"mg_de_blackgold"
{
"imagename" "map-blackgold-overall"
"nameID" "#SFUI_Map_de_blackgold"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Operation"
"name" "mg_de_blackgold"
"icontag" "bomb"
"requires_attr" "season access"
"requires_attr_value" "3"
"requires_attr_reward" "minutes played"
"show_medal_icon" "4OpBreakout$Community Season Four Summer 2014"
"show_rich_presence" "_breakout"
"grouptype" "op_breakout"
"maps"
{
"de_blackgold" ""
}
}
"mg_cs_rush"
{
"imagename" "map-rush-overall"
"nameID" "#SFUI_Map_cs_rush"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Operation"
"name" "mg_cs_rush"
"icontag" "hostage"
"requires_attr" "season access"
"requires_attr_value" "3"
"requires_attr_reward" "minutes played"
"show_medal_icon" "4OpBreakout$Community Season Four Summer 2014"
"show_rich_presence" "_breakout"
"grouptype" "op_breakout"
"maps"
{
"cs_rush" ""
}
}
"mg_de_mist"
{
"imagename" "map-mist-overall"
"nameID" "#SFUI_Map_de_mist"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Operation"
"name" "mg_de_mist"
"icontag" "bomb"
"requires_attr" "season access"
"requires_attr_value" "3"
"requires_attr_reward" "minutes played"
"show_medal_icon" "4OpBreakout$Community Season Four Summer 2014"
"show_rich_presence" "_breakout"
"grouptype" "op_breakout"
"maps"
{
"de_mist" ""
}
}
"mg_cs_insertion"
{
"imagename" "map-insertion-overall"
"nameID" "#SFUI_Map_cs_insertion"
"tooltipID" "#SFUI_Map_Tooltip_Desc_Operation"
"name" "mg_cs_insertion"
"icontag" "hostage"
"requires_attr" "season access"
"requires_attr_value" "3"
"requires_attr_reward" "minutes played"
"show_medal_icon" "4OpBreakout$Community Season Four Summer 2014"
"show_rich_presence" "_breakout"
"grouptype" "op_breakout"
"maps"
{
"cs_insertion" ""
Back-end cleaning has been done on the strings relating to which player models are associated with each team on the maps
Location of these text strings are represented in the gamemodes.txtde_dust2
"ct_arms" "models/weapons/ct_arms_idf.mdl"
"ct_models"
- // We can only have 5 of these models so I'm removing this last one since it won't get read in anyway.
- //"ctm_idf_variantF" ""
Inferno
"ct_arms" "models/weapons/ct_arms_sas.mdl"
"ct_models"
- "ctm_sas_variantA" ""
- "ctm_sas_variantB" ""
- "ctm_sas_variantC" ""
- "ctm_sas_variantD" ""
- "ctm_sas" ""
"ctm_sas" ""
"ctm_sas_variantA" ""
"ctm_sas_variantB" ""
"ctm_sas_variantC" ""
"ctm_sas_variantD" ""
Mirage
"ct_arms" "models/weapons/ct_arms_sas.mdl"
"ct_models"
- "ctm_sas_variantE" ""
Addition string has been added to the training1 map file; giving coordinations of the CT's spawning location
Location of these text strings are represented in the training1.txt"CTSpawn_x" "0.48"
"CTSpawn_y" "0.38"
String updates have been added for a new hint UI description
Location of these text strings are represented in the hintconfig.txt"Accurate Range"
{
"locToken" "#SFUI_Hint_Accurate_Range"
}
Strings were adjusted/added for the audio and music levels on Inferno
Location of these text strings are represented in the soundscapes_inferno.txt// Angry dog growling behind a door
//
"inferno.AngryDog"
- "time" "4.4,8"
- "volume" "0.6"
"time" "8,12"
"volume" "0.4"
// Position 5: Music coming from window
"playlooping"
{
"position" "5"
"pitch" "100"
"volume" "0.55"
"soundlevel" "SNDLVL_75dB"
"wave" "ambient/flamenco.wav"
String updates for De_Nuke's Manifest took place
Location of these text strings are represented in the de_nuke.manifest- "soundcommonwpn_grenade_pickup.wav"
- "soundweaponsmovement2.wav"
- "soundmusicvalve_teamfortress2_01selectteam.wav"
- "soundmusicvalve_teamfortress2_01startround_01.wav"
- "soundmusicvalve_teamfortress2_01startround_02.wav"
- "soundmusicvalve_teamfortress2_01startround_03.wav"
- "soundmusicvalve_teamfortress2_01startaction_01.wav"
- "soundmusicvalve_teamfortress2_01startaction_02.wav"
- "soundmusicvalve_teamfortress2_01startaction_03.wav"
- "soundmusicvalve_teamfortress2_01bombplanted.wav"
- "soundmusicvalve_teamfortress2_01bombtenseccount.wav"
- "soundmusicvalve_teamfortress2_01tenseccount.wav"
- "soundmusicvalve_teamfortress2_01wonround.wav"
- "soundmusicvalve_teamfortress2_01lostround.wav"
- "soundmusicvalve_teamfortress2_01deathcam.wav"
- "soundmusicvalve_left4dead_01selectteam.wav"
- "soundmusicvalve_left4dead_01startround_01.wav"
- "soundmusicvalve_left4dead_01startround_02.wav"
- "soundmusicvalve_left4dead_01startround_03.wav"
- "soundmusicvalve_left4dead_01startaction_01.wav"
- "soundmusicvalve_left4dead_01startaction_02.wav"
- "soundmusicvalve_left4dead_01startaction_03.wav"
- "soundmusicvalve_left4dead_01bombplanted.wav"
- "soundmusicvalve_left4dead_01bombtenseccount.wav"
- "soundmusicvalve_left4dead_01tenseccount.wav"
- "soundmusicvalve_left4dead_01wonround.wav"
- "soundmusicvalve_left4dead_01lostround.wav"
- "soundmusicvalve_left4dead_01deathcam.wav"
- "soundmusicvalve_left4dead2_01selectteam.wav"
- "soundmusicvalve_left4dead2_01startround_01.wav"
- "soundmusicvalve_left4dead2_01startround_02.wav"
- "soundmusicvalve_left4dead2_01startround_03.wav"
- "soundmusicvalve_left4dead2_01startaction_01.wav"
- "soundmusicvalve_left4dead2_01bombplanted.wav"
- "soundmusicvalve_left4dead2_01bombtenseccount.wav"
- "soundmusicvalve_left4dead2_01tenseccount.wav"
- "soundmusicvalve_left4dead2_01wonround.wav"
- "soundmusicvalve_left4dead2_01lostround.wav"
- "soundmusicvalve_left4dead2_01deathcam.wav"
- "soundmusicvalve_midnightriders_01selectteam.wav"
- "soundmusicvalve_midnightriders_01startround_01.wav"
- "soundmusicvalve_midnightriders_01startround_02.wav"
- "soundmusicvalve_midnightriders_01startround_03.wav"
- "soundmusicvalve_midnightriders_01startaction_01.wav"
- "soundmusicvalve_midnightriders_01startaction_02.wav"
- "soundmusicvalve_midnightriders_01startaction_03.wav"
- "soundmusicvalve_midnightriders_01bombplanted.wav"
- "soundmusicvalve_midnightriders_01bombtenseccount.wav"
- "soundmusicvalve_midnightriders_01tenseccount.wav"
- "soundmusicvalve_midnightriders_01wonround.wav"
- "soundmusicvalve_midnightriders_01lostround.wav"
- "soundmusicvalve_midnightriders_01deathcam.wav"
- "soundmusicvalve_portal2_01selectteam.wav"
- "soundmusicvalve_portal2_01startround_01.wav"
- "soundmusicvalve_portal2_01startround_02.wav"
- "soundmusicvalve_portal2_01startround_03.wav"
- "soundmusicvalve_portal2_01startaction_01.wav"
- "soundmusicvalve_portal2_01startaction_02.wav"
- "soundmusicvalve_portal2_01startaction_03.wav"
- "soundmusicvalve_portal2_01bombplanted.wav"
- "soundmusicvalve_portal2_01bombtenseccount.wav"
- "soundmusicvalve_portal2_01tenseccount.wav"
- "soundmusicvalve_portal2_01wonround.wav"
- "soundmusicvalve_portal2_01lostround.wav"
- "soundmusicvalve_portal2_01deathcam.wav"
- "soundmusicvalve_csgo_01selectteam.mp3"
- "soundcommonsilence_1sec_lp.wav"
- "soundmusicvalve_csgo_02selectteam.mp3"
"soundweaponsc4c4_initiate.wav"
"soundweaponsc4key_press1.wav"
"soundweaponsc4key_press2.wav"
"soundweaponsc4key_press3.wav"
"soundweaponsc4key_press4.wav"
"soundweaponsc4key_press5.wav"
"soundweaponsc4key_press6.wav"
"soundweaponsc4key_press7.wav"
"soundweaponsmovement2.wav"
"sounduicsgo_ui_contract_type1.wav"
"sounduicsgo_ui_contract_type2.wav"
"sounduicsgo_ui_contract_type3.wav"
"sounduicsgo_ui_contract_type4.wav"
"sounduicsgo_ui_contract_type5.wav"
"sounduicsgo_ui_contract_type6.wav"
"sounduicsgo_ui_contract_type7.wav"
"sounduicsgo_ui_contract_type8.wav"
"sounduicsgo_ui_contract_type9.wav"
"sounduicsgo_ui_contract_type10.wav"
"sounduicsgo_ui_contract_seal.wav"
"sounduisticker_scratch1.wav"
"sounduisticker_scratch2.wav"
"sounduisticker_scratch3.wav"
"sounduisticker_scratch4.wav"
"sounduisticker_scratch5.wav"
"sounduisticker_apply.wav"
"sounditemsexosuit_jump_short.wav"
"sounditemsexosuit_jump.wav"
"soundvehiclesjunkerjnk_idle_loop1.wav"
"soundvehiclesjunkerjnk_start_loop1.wav"
"soundvehiclesjunkerjnk_stop1.wav"
"soundvehiclesjunkerjnk_rev_short_loop1.wav"
"soundvehiclesjunkerjnk_firstgear_rev_loop1.wav"
"soundvehiclesjunkerjnk_first.wav"
"soundvehiclesjunkerjnk_second.wav"
"soundvehiclesjunkerjnk_third.wav"
"soundvehiclesjunkerjnk_fourth_cruise_loop2.wav"
"soundvehiclesjunkerjnk_throttle_off_slow_loop2.wav"
"soundvehiclesjunkerjnk_throttle_off_fast_loop1.wav"
"soundvehiclesjunkerjnk_turbo_on_loop1.wav"
"soundvehiclesjunkerskid_lowfriction_nostartdelay.wav"
"soundvehiclesjunkerskid_normalfriction_nostartdelay.wav"
"soundvehiclesjunkerskid_lowfriction_short1.wav"
"soundvehiclesjunkerskid_lowfriction_short2.wav"
"soundvehiclesjunkerskid_lowfriction_short3.wav"
"soundvehiclesjunkerskid_highfriction_short1.wav"
"soundvehiclesjunkerskid_highfriction_short2.wav"
"soundvehiclesjunkerskid_highfriction_short3.wav"
"soundvehiclesjunkerskid_highfriction_short4.wav"
"soundvehiclesjunkerskid_highfriction_short5.wav"
"soundvehiclesjunkersuspension1.wav"
"soundvehiclesjunkersuspension2.wav"
"soundvehiclesjunkersuspension3.wav"
"soundvehiclesjunkersuspension4.wav"
"soundvehiclesjunkersuspension5.wav"
"soundvehiclesjunkersuspension6.wav"
"soundvehiclesjunkersuspension7.wav"
"soundweaponscz75acz75a-1.wav"
"soundweaponscz75acz75a-1-distant.wav"
"soundweaponsc4c4_plant_quiet.wav"
"soundambientmachinestrain_overpass.wav"
"soundambientmachinestrain_overpass2.wav"
"soundambientmachinestrain_overpass3.wav"
"soundambientmachinestrain_overpass4.wav"
"soundambientmisctechno_overpass.wav"
"soundmusicvalve_csgo_01chooseteam.mp3"
"soundmusicvalve_csgo_02chooseteam.mp3"
"soundmusicnoisia_01chooseteam.mp3"
"soundmusicnoisia_01startround_01.mp3"
"soundmusicnoisia_01startround_02.mp3"
"soundmusicnoisia_01startaction_01.mp3"
"soundmusicnoisia_01startaction_02.mp3"
"soundmusicnoisia_01bombplanted.mp3"
"soundmusicnoisia_01bombtenseccount.mp3"
"soundmusicnoisia_01roundtenseccount.mp3"
"soundmusicnoisia_01wonround.mp3"
"soundmusicnoisia_01roundmvpanthem.mp3"
"soundmusicnoisia_01lostround.mp3"
"soundmusicnoisia_01deathcam.mp3"
"soundmusicnoisia_tbd_02chooseteam.mp3"
"soundmusicnoisia_tbd_02startround_01.mp3"
"soundmusicnoisia_tbd_02startround_02.mp3"
"soundmusicnoisia_tbd_02startaction_01.mp3"
"soundmusicnoisia_tbd_02startaction_02.mp3"
"soundcommonsilence_1sec_lp.wav"
"soundmusicnoisia_tbd_02bombplanted.mp3"
"soundmusicnoisia_tbd_02bombtenseccount.mp3"
"soundmusicnoisia_tbd_02roundtenseccount.mp3"
"soundmusicnoisia_tbd_02wonround.mp3"
"soundmusicnoisia_tbd_02roundmvpanthem.mp3"
"soundmusicnoisia_tbd_02lostround.mp3"
"soundmusicnoisia_tbd_02deathcam.mp3"
"soundmusicseanmurray_01chooseteam.mp3"
"soundmusicseanmurray_01startround_01.mp3"
"soundmusicseanmurray_01startround_02.mp3"
"soundmusicseanmurray_01startaction_01.mp3"
"soundmusicseanmurray_01startaction_02.mp3"
"soundmusicseanmurray_01bombplanted.mp3"
"soundmusicseanmurray_01bombtenseccount.mp3"
"soundmusicseanmurray_01roundtenseccount.mp3"
"soundmusicseanmurray_01wonround.mp3"
"soundmusicseanmurray_01roundmvpanthem.mp3"
"soundmusicseanmurray_01lostround.mp3"
"soundmusicseanmurray_01deathcam.mp3"
"soundmusicdanielsadowski_01chooseteam.mp3"
"soundmusicdanielsadowski_01startround_01.mp3"
"soundmusicdanielsadowski_01startaction_01.mp3"
"soundmusicdanielsadowski_01bombplanted.mp3"
"soundmusicdanielsadowski_01bombtenseccount.mp3"
"soundmusicdanielsadowski_01roundtenseccount.mp3"
"soundmusicdanielsadowski_01wonround.mp3"
"soundmusicdanielsadowski_01roundmvpanthem.mp3"
"soundmusicdanielsadowski_01lostround.mp3"
"soundmusicdanielsadowski_01deathcam.mp3"
"soundmusicrobertallaire_01chooseteam.mp3"
"soundmusicrobertallaire_01startround_01.mp3"
"soundmusicrobertallaire_01startround_02.mp3"
"soundmusicrobertallaire_01startaction_01.mp3"
"soundmusicrobertallaire_01startaction_02.mp3"
"soundmusicrobertallaire_01bombplanted.mp3"
"soundmusicrobertallaire_01bombtenseccount.mp3"
"soundmusicrobertallaire_01roundtenseccount.mp3"
"soundmusicrobertallaire_01wonround.mp3"
"soundmusicrobertallaire_01roundmvpanthem.mp3"
"soundmusicrobertallaire_01lostround.mp3"
"soundmusicrobertallaire_01deathcam.mp3"
"soundmusicdren_01chooseteam.mp3"
"soundmusicdren_01startround_01.mp3"
"soundmusicdren_01startround_02.mp3"
"soundmusicdren_01startround_03.mp3"
"soundmusicdren_01startaction_01.mp3"
"soundmusicdren_01startaction_02.mp3"
"soundmusicdren_01startaction_03.mp3"
"soundmusicdren_01bombplanted.mp3"
"soundmusicdren_01bombtenseccount.mp3"
"soundmusicdren_01roundtenseccount.mp3"
"soundmusicdren_01wonround.mp3"
"soundmusicdren_01roundmvpanthem.mp3"
"soundmusicdren_01lostround.mp3"
"soundmusicdren_01deathcam.mp3"
"soundmusicfeedme_01chooseteam.mp3"
"soundmusicfeedme_01startround_01.mp3"
"soundmusicfeedme_01startaction_01.mp3"
"soundmusicfeedme_01startaction_02.mp3"
"soundmusicfeedme_01bombplanted.mp3"
"soundmusicfeedme_01bombtenseccount.mp3"
"soundmusicfeedme_01roundtenseccount.mp3"
"soundmusicfeedme_01wonround.mp3"
"soundmusicfeedme_01roundmvpanthem_01.mp3"
"soundmusicfeedme_01lostround.mp3"
"soundmusicfeedme_01deathcam.mp3"
"soundmusicaustinwintory_01chooseteam.mp3"
"soundmusicaustinwintory_01startround_01.mp3"
"soundmusicaustinwintory_01startround_02.mp3"
"soundmusicaustinwintory_01startaction_01.mp3"
"soundmusicaustinwintory_01startaction_02.mp3"
"soundmusicaustinwintory_01bombplanted.mp3"
"soundmusicaustinwintory_01bombtenseccount.mp3"
"soundmusicaustinwintory_01roundtenseccount.mp3"
"soundmusicaustinwintory_01wonround.mp3"
"soundmusicaustinwintory_01roundmvpanthem.mp3"
"soundmusicaustinwintory_01lostround.mp3"
"soundmusicaustinwintory_01deathcam.mp3"
"soundmusicsasha_01chooseteam.mp3"
"soundmusicsasha_01startround_01.mp3"
"soundmusicsasha_01startaction_01.mp3"
"soundmusicsasha_01bombplanted.mp3"
"soundmusicsasha_01bombtenseccount.mp3"
"soundmusicsasha_01roundtenseccount.mp3"
"soundmusicsasha_01wonround.mp3"
"soundmusicsasha_01roundmvpanthem.mp3"
"soundmusicsasha_01lostround.mp3"
"soundmusicsasha_01deathcam.mp3"
String updates for De_Inferno's Manifest took place
Location of these text strings are represented in the de_inferno.manifest- "soundmusicvalve_csgo_04chooseteam.mp3"
- "soundmusicvalve_csgo_04startround_01.mp3"
- "soundmusicvalve_csgo_04startround_02.mp3"
- "soundmusicvalve_csgo_04startround_03.mp3"
- "soundmusicvalve_csgo_04startaction_01.mp3"
- "soundmusicvalve_csgo_04startaction_02.mp3"
- "soundmusicvalve_csgo_04startaction_03.mp3"
- "soundmusicvalve_csgo_04bombplanted.mp3"
- "soundmusicvalve_csgo_04bombtenseccount.mp3"
- "soundmusicvalve_csgo_04roundtenseccount.mp3"
- "soundmusicvalve_csgo_04wonround.mp3"
- "soundmusicvalve_csgo_04roundmvpanthem.mp3"
- "soundmusicvalve_csgo_04lostround.mp3"
- "soundmusicvalve_csgo_04deathcam.mp3"
- "soundmusicvalve_teamfortress2_01chooseteam.mp3"
- "soundmusicvalve_teamfortress2_01startround_01.mp3"
- "soundmusicvalve_teamfortress2_01startround_02.mp3"
- "soundmusicvalve_teamfortress2_01startround_03.mp3"
- "soundmusicvalve_teamfortress2_01startaction_01.mp3"
- "soundmusicvalve_teamfortress2_01startaction_02.mp3"
- "soundmusicvalve_teamfortress2_01startaction_03.mp3"
- "soundmusicvalve_teamfortress2_01bombplanted.mp3"
- "soundmusicvalve_teamfortress2_01bombtenseccount.mp3"
- "soundmusicvalve_teamfortress2_01roundtenseccount.mp3"
- "soundmusicvalve_teamfortress2_01wonround.mp3"
- "soundmusicvalve_teamfortress2_01roundmvpanthem.mp3"
- "soundmusicvalve_teamfortress2_01lostround.mp3"
- "soundmusicvalve_teamfortress2_01deathcam.mp3"
- "soundmusicvalve_left4dead_01chooseteam.mp3"
- "soundmusicvalve_left4dead_01startround_01.mp3"
- "soundmusicvalve_left4dead_01startround_02.mp3"
- "soundmusicvalve_left4dead_01startround_03.mp3"
- "soundmusicvalve_left4dead_01startaction_01.mp3"
- "soundmusicvalve_left4dead_01startaction_02.mp3"
- "soundmusicvalve_left4dead_01startaction_03.mp3"
- "soundmusicvalve_left4dead_01bombplanted.mp3"
- "soundmusicvalve_left4dead_01bombtenseccount.mp3"
- "soundmusicvalve_left4dead_01roundtenseccount.mp3"
- "soundmusicvalve_left4dead_01wonround.mp3"
- "soundmusicvalve_left4dead_01roundmvpanthem.mp3"
- "soundmusicvalve_left4dead_01lostround.mp3"
- "soundmusicvalve_left4dead_01deathcam.mp3"
- "soundmusicvalve_left4dead2_01chooseteam.mp3"
- "soundmusicvalve_left4dead2_01startround_01.mp3"
- "soundmusicvalve_left4dead2_01startround_02.mp3"
- "soundmusicvalve_left4dead2_01startround_03.mp3"
- "soundmusicvalve_left4dead2_01startaction_01.mp3"
- "soundmusicvalve_left4dead2_01bombplanted.mp3"
- "soundmusicvalve_left4dead2_01bombtenseccount.mp3"
- "soundmusicvalve_left4dead2_01roundtenseccount.mp3"
- "soundmusicvalve_left4dead2_01wonround.mp3"
- "soundmusicvalve_left4dead2_01roundmvpanthem.mp3"
- "soundmusicvalve_left4dead2_01lostround.mp3"
- "soundmusicvalve_left4dead2_01deathcam.mp3"
- "soundmusicvalve_midnightriders_01chooseteam.mp3"
- "soundmusicvalve_midnightriders_01startround_01.mp3"
- "soundmusicvalve_midnightriders_01startround_02.mp3"
- "soundmusicvalve_midnightriders_01startround_03.mp3"
- "soundmusicvalve_midnightriders_01startaction_01.mp3"
- "soundmusicvalve_midnightriders_01startaction_02.mp3"
- "soundmusicvalve_midnightriders_01startaction_03.mp3"
- "soundmusicvalve_midnightriders_01bombplanted.mp3"
- "soundmusicvalve_midnightriders_01bombtenseccount.mp3"
- "soundmusicvalve_midnightriders_01roundtenseccount.mp3"
- "soundmusicvalve_midnightriders_01wonround.mp3"
- "soundmusicvalve_midnightriders_01roundmvpanthem.mp3"
- "soundmusicvalve_midnightriders_01lostround.mp3"
- "soundmusicvalve_midnightriders_01deathcam.mp3"
- "soundmusicvalve_portal2_01chooseteam.mp3"
- "soundmusicvalve_portal2_01startround_01.mp3"
- "soundmusicvalve_portal2_01startround_02.mp3"
- "soundmusicvalve_portal2_01startround_03.mp3"
- "soundmusicvalve_portal2_01startaction_01.mp3"
- "soundmusicvalve_portal2_01startaction_02.mp3"
- "soundmusicvalve_portal2_01startaction_03.mp3"
- "soundmusicvalve_portal2_01bombplanted.mp3"
- "soundmusicvalve_portal2_01bombtenseccount.mp3"
- "soundmusicvalve_portal2_01roundtenseccount.mp3"
- "soundmusicvalve_portal2_01wonround.mp3"
- "soundmusicvalve_portal2_01roundmvpanthem.mp3"
- "soundmusicvalve_portal2_01lostround.mp3"
- "soundmusicvalve_portal2_01deathcam.mp3"
- "soundmusictonesvalve_sweden_01.mp3"
- "soundmusictonesvalve_sweden_01.mp3"
- "soundmusictonesvalve_sweden_02.mp3"
- "soundmusictonesvalve_sweden_02.mp3"
- "soundmusictonesvalve_usa_02.mp3"
- "soundmusictonesvalve_usa_02.mp3"
- "soundmusictonesvalve_csgo_taunt_01.mp3"
- "soundmusictonesvalve_csgo_taunt_01.mp3"
- "soundmusictonesvalve_csgo_taunt_02.mp3"
- "soundmusictonesvalve_csgo_taunt_02.mp3"
- "soundmusictonesvalve_csgo_taunt_03.mp3"
- "soundmusictonesvalve_csgo_taunt_03.mp3"
- "soundmusictonesvalve_csgo_taunt_04.mp3"
- "soundmusictonesvalve_csgo_taunt_04.mp3"
- "soundmusictonesvalve_csgo_taunt_05.mp3"
- "soundmusictonesvalve_csgo_taunt_05.mp3"
"soundvehiclesjunkerjnk_idle_loop1.wav"
"soundvehiclesjunkerjnk_start_loop1.wav"
"soundvehiclesjunkerjnk_stop1.wav"
"soundvehiclesjunkerjnk_rev_short_loop1.wav"
"soundvehiclesjunkerjnk_firstgear_rev_loop1.wav"
"soundvehiclesjunkerjnk_first.wav"
"soundvehiclesjunkerjnk_second.wav"
"soundvehiclesjunkerjnk_third.wav"
"soundvehiclesjunkerjnk_fourth_cruise_loop2.wav"
"soundvehiclesjunkerjnk_throttle_off_slow_loop2.wav"
"soundvehiclesjunkerjnk_throttle_off_fast_loop1.wav"
"soundvehiclesjunkerjnk_turbo_on_loop1.wav"
"soundvehiclesjunkerskid_lowfriction_nostartdelay.wav"
"soundvehiclesjunkerskid_normalfriction_nostartdelay.wav"
"soundvehiclesjunkerskid_lowfriction_short1.wav"
"soundvehiclesjunkerskid_lowfriction_short2.wav"
"soundvehiclesjunkerskid_lowfriction_short3.wav"
"soundvehiclesjunkerskid_highfriction_short1.wav"
"soundvehiclesjunkerskid_highfriction_short2.wav"
"soundvehiclesjunkerskid_highfriction_short3.wav"
"soundvehiclesjunkerskid_highfriction_short4.wav"
"soundvehiclesjunkerskid_highfriction_short5.wav"
"soundvehiclesjunkersuspension1.wav"
"soundvehiclesjunkersuspension2.wav"
"soundvehiclesjunkersuspension3.wav"
"soundvehiclesjunkersuspension4.wav"
"soundvehiclesjunkersuspension5.wav"
"soundvehiclesjunkersuspension6.wav"
"soundvehiclesjunkersuspension7.wav"
"soundweaponsbknifebknife_backstab01.wav"
"soundweaponsbknifebknife_backstab02.wav"
"soundweaponsbknifebknife_draw01.wav"
"soundweaponsbknifebknife_draw02.wav"
"soundweaponsbknifebknife_look01_a.wav"
"soundweaponsbknifebknife_look01_b.wav"
"soundweaponsbknifebknife_look02_a.wav"
"soundweaponsbknifebknife_look02_b.wav"
"soundweaponsbknifebknife_look03_a.wav"
"soundweaponsbknifebknife_look03_b.wav"
"soundmusicdren_01chooseteam.mp3"
"soundmusicdren_01startround_01.mp3"
"soundmusicdren_01startround_02.mp3"
"soundmusicdren_01startround_03.mp3"
"soundmusicdren_01startaction_01.mp3"
"soundmusicdren_01startaction_02.mp3"
"soundmusicdren_01startaction_03.mp3"
"soundmusicdren_01bombplanted.mp3"
"soundmusicdren_01bombtenseccount.mp3"
"soundmusicdren_01roundtenseccount.mp3"
"soundmusicdren_01wonround.mp3"
"soundmusicdren_01roundmvpanthem.mp3"
"soundmusicdren_01lostround.mp3"
"soundmusicdren_01deathcam.mp3"
"soundmusicfeedme_01chooseteam.mp3"
"soundmusicfeedme_01startround_01.mp3"
"soundmusicfeedme_01startaction_01.mp3"
"soundmusicfeedme_01startaction_02.mp3"
"soundmusicfeedme_01bombplanted.mp3"
"soundmusicfeedme_01bombtenseccount.mp3"
"soundmusicfeedme_01roundtenseccount.mp3"
"soundmusicfeedme_01wonround.mp3"
"soundmusicfeedme_01roundmvpanthem_01.mp3"
"soundmusicfeedme_01lostround.mp3"
"soundmusicfeedme_01deathcam.mp3"
"soundmusicaustinwintory_01chooseteam.mp3"
"soundmusicaustinwintory_01startround_01.mp3"
"soundmusicaustinwintory_01startround_02.mp3"
"soundmusicaustinwintory_01startaction_01.mp3"
"soundmusicaustinwintory_01startaction_02.mp3"
"soundmusicaustinwintory_01bombplanted.mp3"
"soundmusicaustinwintory_01bombtenseccount.mp3"
"soundmusicaustinwintory_01roundtenseccount.mp3"
"soundmusicaustinwintory_01wonround.mp3"
"soundmusicaustinwintory_01roundmvpanthem.mp3"
"soundmusicaustinwintory_01lostround.mp3"
"soundmusicaustinwintory_01deathcam.mp3"
"soundmusicsasha_01chooseteam.mp3"
"soundmusicsasha_01startround_01.mp3"
"soundmusicsasha_01startaction_01.mp3"
"soundmusicsasha_01bombplanted.mp3"
"soundmusicsasha_01bombtenseccount.mp3"
"soundmusicsasha_01roundtenseccount.mp3"
"soundmusicsasha_01wonround.mp3"
"soundmusicsasha_01roundmvpanthem.mp3"
"soundmusicsasha_01lostround.mp3"
"soundmusicsasha_01deathcam.mp3"
String updates to game sound adding the butterfly knife took place
Location of these text strings are represented in the game_sounds_weapons.txt// Butterfly Knife
"ButterflyKnife.backstab01"
{
"channel" "CHAN_ITEM"
"volume" ".4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_backstab01.wav"
}
"ButterflyKnife.backstab02"
{
"channel" "CHAN_ITEM"
"volume" ".4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_backstab02.wav"
}
"ButterflyKnife.draw01"
{
"channel" "CHAN_ITEM"
"volume" ".6"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_draw01.wav"
}
"ButterflyKnife.draw02"
{
"channel" "CHAN_ITEM"
"volume" ".6"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_draw02.wav"
}
"ButterflyKnife.look01_a"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_look01_a.wav"
}
"ButterflyKnife.look01_b"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_look01_b.wav"
}
"ButterflyKnife.look02_a"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_look02_a.wav"
}
"ButterflyKnife.look02_b"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_look02_b.wav"
}
"ButterflyKnife.look03_a"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_look03_a.wav"
}
"ButterflyKnife.look03_b"
{
"channel" "CHAN_ITEM"
"volume" "0.4"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_65dB"
"wave" "weapons/bknife/bknife_look03_b.wav"
String updates were made regarding the script in the Cache VMT
Location of these text strings are represented in the vmtcache.txt- "vmt" "materials/models/weapons/v_models/knife_css/knife_css.vmt"
- "vmt" "materials/models/weapons/v_models/
knife_falchion_advanced/knife_falchion_advanced.vmt"
- "vmt" "materials/models/weapons/v_models/
knife_m48_tomahawk/knife_m48_tomahawk.vmt"
- "vmt" "materials/models/weapons/v_models/
knife_survival_bowie/knife_survival_bowie.vmt"
"vmt" "materials/models/weapons/v_models/
knife_butterfly/knife_butterfly.vmt"
Each map had the addition of a txt file for a basic story/gameplay reading for the new loading screen
Location of these files are in the map directoryExample - Office
cs_office_story
The Office Complex - Hostage Rescue
Counter-Terrorists: Enter the office
building and rescue the hostages.
Take out the Terrorists without
jeopardizing the hostages.
Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages.
Other Notes: There are 4 hostages in
this mission.
Credits:
Source Version by Turtle Rock Studios
Original Version by Hobbit
String updates were added to each map file regarding the loading screen icons and positions
Location of these text strings are represented in each of the map's text filesDe_Train
// loading screen icons and positions
"CTSpawn_x" "0.88"
"CTSpawn_y" "0.86"
"TSpawn_x" "0.06"
"TSpawn_y" "0.18"
"bombA_x" "0.60"
"bombA_y" "0.52"
"bombB_x" "0.50"
"bombB_y" "0.88"
De_Sugarcane
// loading screen icons and positions
"CTSpawn_x" "0.19"
"CTSpawn_y" "0.74"
"TSpawn_x" "0.86"
"TSpawn_y" "0.39"
"bomb_x" "0.50"
"bomb_y" "0.41"
De_Mirage
// loading screen icons and positions
"CTSpawn_x" "0.28"
"CTSpawn_y" "0.70"
"TSpawn_x" "0.87"
"TSpawn_y" "0.36"
"bombA_x" "0.54"
"bombA_y" "0.76"
"bombB_x" "0.23"
"bombB_y" "0.28"
De_Cbble
// loading screen icons and positions
"CTSpawn_x" "0.22"
"CTSpawn_y" "0.73"
"TSpawn_x" "0.63"
"TSpawn_y" "0.10"
"bombA_x" "0.17"
"bombA_y" "0.78"
"bombB_x" "0.73"
"bombB_y" "0.68"
De_Aztec
// loading screen icons and positions
"CTSpawn_x" "0.06"
"CTSpawn_y" "0.43"
"TSpawn_x" "0.93"
"TSpawn_y" "0.45"
"bombA_x" "0.21"
"bombA_y" "0.28"
"bombB_x" "0.45"
"bombB_y" "0.70"
Ar_Monastery
- //"zoom" "1.3"
"zoom" "1.0"
// loading screen icons and positions
"CTSpawn_x" "0.37"
"CTSpawn_y" "0.86"
"TSpawn_x" "0.57"
"TSpawn_y" "0.18"
De_Vertigo
// loading screen icons and positions
"CTSpawn_x" "0.71"
"CTSpawn_y" "0.22"
"TSpawn_x" "0.42"
"TSpawn_y" "0.22"
"bombA_x" "0.69"
"bombA_y" "0.37"
"bombB_x" "0.21"
"bombB_y" "0.24"
De_Dust2
// loading screen icons and positions
"CTSpawn_x" "0.60"
"CTSpawn_y" "0.22"
"TSpawn_x" "0.36"
"TSpawn_y" "0.93"
"bombA_x" "0.80"
"bombA_y" "0.20"
"bombB_x" "0.20"
"bombB_y" "0.15"
De_Cache
// loading screen icons and positions
"CTSpawn_x" "0.13"
"CTSpawn_y" "0.48"
"TSpawn_x" "0.93"
"TSpawn_y" "0.61"
"bombA_x" "0.36"
"bombA_y" "0.30"
"bombB_x" "0.39"
"bombB_y" "0.84"
Cs_Italy
// loading screen icons and positions
"CTSpawn_x" "0.41"
"CTSpawn_y" "0.91"
"TSpawn_x" "0.6"
"TSpawn_y" "0.1"
"Hostage1_x" "0.43"
"Hostage1_y" "0.29"
"Hostage2_x" "0.48"
"Hostage2_y" "0.24"
"Hostage3_x" "0.64"
"Hostage3_y" "0.03"
"Hostage4_x" "0.72"
"Hostage4_y" "0.05"
// "Hostage5_x" "0.8"
// "Hostage5_y" "0.3"
// "Hostage6_x" "0.6"
// "Hostage6_y" "0.9"
De_Lake
// loading screen icons and positions
"CTSpawn_x" "0.17"
"CTSpawn_y" "0.65"
"TSpawn_x" "0.77"
"TSpawn_y" "0.50"
"bomb_x" "0.47"
"bomb_y" "0.66"
Cs_Assault
// loading screen icons and positions
"CTSpawn_x" "0.24"
"CTSpawn_y" "0.30"
"TSpawn_x" "0.35"
"TSpawn_y" "0.74"
"Hostage1_x" "0.56"
"Hostage1_y" "0.83"
"Hostage2_x" "0.48"
"Hostage2_y" "0.64"
"Hostage3_x" "0.47"
"Hostage3_y" "0.78"
"Hostage4_x" "0.30"
"Hostage4_y" "0.88"
"Hostage5_x" "0.42"
"Hostage5_y" "0.86"
// "Hostage6_x" "0.6"
// "Hostage6_y" "0.9"
Cs_Militia
// loading screen icons and positions
"CTSpawn_x" "0.54"
"CTSpawn_y" "0.90"
"TSpawn_x" "0.30"
"TSpawn_y" "0.22"
"Hostage1_x" "0.36"
"Hostage1_y" "0.09"
"Hostage2_x" "0.40"
"Hostage2_y" "0.23"
"Hostage3_x" "0.34"
"Hostage3_y" "0.27"
"Hostage4_x" "0.39"
"Hostage4_y" "0.33"
"Hostage5_x" "0.48"
"Hostage5_y" "0.29"
"Hostage6_x" "0.52"
"Hostage6_y" "0.35"
De_Shorttrain
// loading screen icons and positions
"CTSpawn_x" "0.88"
"CTSpawn_y" "0.87"
"TSpawn_x" "0.05"
"TSpawn_y" "0.18"
"bomb_x" "0.60"
"bomb_y" "0.52"
De_Overpass
// loading screen icons and positions
"CTSpawn_x" "0.52"
"CTSpawn_y" "0.18"
"TSpawn_x" "0.64"
"TSpawn_y" "0.88"
"bombA_x" "0.57"
"bombA_y" "0.20"
"bombB_x" "0.66"
"bombB_y" "0.28"
De_Nuke
// loading screen icons and positions
"CTSpawn_x" "0.94"
"CTSpawn_y" "0.4"
"TSpawn_x" "0.05"
"TSpawn_y" "0.48"
"bombA_x" "0.54"
"bombA_y" "0.42"
"bombB_x" "0.56"
"bombB_y" "0.47"
// "Hostage1_x" "0.1"
// "Hostage1_y" "0.9"
// "Hostage2_x" "0.2"
// "Hostage2_y" "0.8"
// "Hostage3_x" "0.4"
// "Hostage3_y" "0.7"
// "Hostage4_x" "0.7"
// "Hostage4_y" "0.4"
// "Hostage5_x" "0.8"
// "Hostage5_y" "0.3"
// "Hostage6_x" "0.6"
// "Hostage6_y" "0.9"
Ar_Baggage
// loading screen icons and positions
"CTSpawn_x" "0.51"
"CTSpawn_y" "0.82"
"TSpawn_x" "0.51"
"TSpawn_y" "0.29"
De_Infero
// loading screen icons and positions
"CTSpawn_x" "0.77"
"CTSpawn_y" "0.35"
"TSpawn_x" "0.09"
"TSpawn_y" "0.63"
"bombA_x" "0.69"
"bombA_y" "0.65"
"bombB_x" "0.42"
"bombB_y" "0.27"
De_SafeHouse
// loading screen icons and positions
"CTSpawn_x" "0.08"
"CTSpawn_y" "0.53"
"TSpawn_x" "0.87"
"TSpawn_y" "0.53"
"bomb_x" "0.45"
"bomb_y" "0.53"
De_StMarc
// loading screen icons and positions
"CTSpawn_x" "0.12"
"CTSpawn_y" "0.51"
"TSpawn_x" "0.85"
"TSpawn_y" "0.64"
"bomb_x" "0.63"
"bomb_y" "0.51"
De_Bank
// loading screen icons and positions
"CTSpawn_x" "0.92"
"CTSpawn_y" "0.49"
"TSpawn_x" "0.16"
"TSpawn_y" "0.41"
"bomb_x" "0.37"
"bomb_y" "0.42"
Cs_Office
// loading screen icons and positions
"CTSpawn_x" "0.16"
"CTSpawn_y" "0.89"
"TSpawn_x" "0.78"
"TSpawn_y" "0.30"
"Hostage1_x" "0.84"
"Hostage1_y" "0.27"
"Hostage2_x" "0.84"
"Hostage2_y" "0.48"
"Hostage3_x" "0.91"
"Hostage3_y" "0.48"
"Hostage4_x" "0.77"
"Hostage4_y" "0.48"
"Hostage5_x" "0.77"
"Hostage5_y" "0.55"
// "Hostage6_x" "0.6"
// "Hostage6_y" "0.9"
Ar_Shoots
// loading screen icons and positions
"CTSpawn_x" "0.52"
"CTSpawn_y" "0.27"
"TSpawn_x" "0.52"
"TSpawn_y" "0.71"
De_Dust
// loading screen icons and positions
"CTSpawn_x" "0.47"
"CTSpawn_y" "0.92"
"TSpawn_x" "0.47"
"TSpawn_y" "0.10"
"bombA_x" "0.80"
"bombA_y" "0.55"
"bombB_x" "0.53"
"bombB_y" "0.74"
The surface properties, regarding the thickness of walls for wallbangs, has been reworked; thus this means there were many changes within the strings
Location of these text strings are represented in the surfaceproperties_cs.txt// NOTE: Almost nothing is solid metal - so "metal" is sheet metal
"solidmetal"
- "penetrationmodifier" "0.5"
"penetrationmodifier" "0.29"
// Assume that everything we are building
// is large enough to be constructed out of a thin sheet of metal
// only flag a few things as "solidmetal" (I-Beams, anvils, etc)
"metal"
"penetrationmodifier" "0.43"
// metal grating, used for decking
"metalgrate"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.95"
// metal box - smaller metal box (< 2' width/height/depth)
"Metal_Box"
"penetrationmodifier" "0.5"
"dirt"
- "penetrationmodifier" "0.5"
"penetrationmodifier" "0.4"
// generic wood (NOTE: materials should use wood_box, wood_crate, wood_plank, wood_panel etc)
"Wood"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.9"
// small crate
"Wood_Box"
"penetrationmodifier" "0.85"
// large crate, large wood furniture (bookcases, tables)
"Wood_Crate"
"penetrationmodifier" "0.85"
// wood board, floorboard, plank
"Wood_Plank"
"penetrationmodifier" "0.85"
// solid 6x6 or greater block, post or tree
"Wood_Solid"
"penetrationmodifier" "0.8"
"water"
"penetrationmodifier" "0.3"
"quicksand"
"penetrationmodifier" "0.2"
"woodladder"
"penetrationmodifier" "0.9"
// pane of glass, computer screen, window, glass door
"glass"
"penetrationmodifier" "0.99"
"asphalt"
- "penetrationmodifier" "0.65"
"penetrationmodifier" "0.5"
// tubs, urinals, sinks
"porcelain"
"penetrationmodifier" "0.95"
"brick"
"penetrationmodifier" "0.4"
// chainlink fencing material
"chainlink"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.99"
// medium sized body
"flesh"
"penetrationmodifier" "0.9"
"ice"
"penetrationmodifier" "0.75"
"carpet"
"penetrationmodifier" "0.75"
"upholstery"
"penetrationmodifier" "0.75"
// drywall, office wall material, sheetrock -
// usually thick enough to have some stronger material behind it so the penetration mod is higher
"plaster"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.65"
"sheetrock"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.85"
// carboard box
"cardboard"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.99"
// larger plastic barrel, hollow, soft plastic
"plastic_barrel"
"penetrationmodifier" "0.7"
// small - medium plastic box, hard plastic
"Plastic_Box"
"penetrationmodifier" "0.7"
"sand"
- "penetrationmodifier" "0.4"
"penetrationmodifier" "0.3"
// solid rubber floor mat, solid rubber tire
"rubber"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.8"
// glass soda bottle, cup, plate, jar
"glassbottle"
"penetrationmodifier" "0.99"
// ceramic jug, mug
"pottery"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.95"
"clay"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.95"
"foliage"
"penetrationmodifier" "0.95"
"watermelon"
- "penetrationmodifier" "1.0"
"penetrationmodifier" "0.95"
// special materials for player controller
"player_control_clip"
- "penetrationmodifier" "1.0"
"gravel"
"penetrationmodifier" "0.4"
"snow"
"penetrationmodifier" "0.85"
"metalvehicle"
"penetrationmodifier" "0.5"
"metal_sand_barrel"
- "penetrationmodifier" "0.01" // don't penetrate
"penetrationmodifier" "0.01"
"blockbullets"
- "penetrationmodifier" "0.001" // don't penetrate
"penetrationmodifier" "0.01"
"jalopytire"
{
"base" "jeeptire"
"elasticity" "0.1"
}
"slidingrubbertire_jalopyfront"
{
"base" "jalopytire"
"friction" "0.15"
}
"slidingrubbertire_jalopyrear"
{
"base" "jalopytire"
"friction" "0.15"
}
"jalopy"
{
"base" "metal"
"impacthard" "ATV_impact_medium"
"impactsoft" "ATV_impact_medium"
String updates were made relating to the silencer option within modding; at the current moment it was moved within comments/inactive strings.
Location of these text strings are represented in the mod_lessons.txt// Press Attack2 to detach or attach silencer!
- "csgo_instr_explain_silencer"
- {
- "instance_type" "1"
- "replace_key" "hint"
- "priority" "10"
- "caption" "#csgo_instr_explain_silencer"
- "onscreen_icon" "use_binding"
- "binding" " attack2"
- "success_limit" "1"
- "integer2" "1"
- "open"
- {
- "item_equip"
- {
- "integer2 is" "int 1"
- "local_player is" "player userid"
- "icon_target set" "player userid"
- "integer1 set" "bool hassilencer"
- "integer1 is" "int 1"
- }
- }
- "close"
- {
- "silencer_detach"
- {
- "local_player is" "player userid"
- "void success" "void"
- "visible set" "int 0"
- "integer2 set" "int 0"
- "integer2 is" "int 1"
- }
- "item_equip"
- {
- "local_player is" "player userid"
- "integer2 is" "int 1"
- "integer1 set" "bool hassilencer"
- "integer1 !is" "int 1"
- "visible set" "int 0"
- }
- "player_death"
- {
- "local_player is" "player userid"
// "csgo_instr_explain_silencer"
// {
// "instance_type" "1"
// "replace_key" "hint"
// "priority" "10"
// "caption" "#csgo_instr_explain_silencer"
// "onscreen_icon" "use_binding"
// "binding" " attack2"
// "success_limit" "1"
// "integer2" "1"
//
// "open"
// {
// "item_equip"
// {
// "integer2 is" "int 1"
// "local_player is" "player userid"
// "icon_target set" "player userid"
// "integer1 set" "bool hassilencer"
// "integer1 is" "int 1"
// }
// }
//
// "close"
// {
// "silencer_detach"
// {
// "local_player is" "player userid"
// "void success" "void"
// "visible set" "int 0"
// "integer2 set" "int 0"
// "integer2 is" "int 1"
// }
//
// "item_equip"
// {
// "local_player is" "player userid"
// "integer2 is" "int 1"
// "integer1 set" "bool hassilencer"
// "integer1 !is" "int 1"
// "visible set" "int 0"
// }
//
// "player_death"
// {
// "local_player is" "player userid"
String changes were made to the item/weapon preview panel
Location of these text strings are represented in the itemmodelpanelweaponpreviewmanifest.res "StatTrak_knives_UidNameTag"
{
"rule"
{
"nametag" "1"
"type" "Knife"
}
"config"
{
- "weaponmergemdl_add" "models/weapons/uid_xsmall_
weaponpreview.mdl"
"weaponmergemdl_add" "models/weapons/uid_small_
weaponpreview.mdl"
All of the new weapon skins had strings added for their display icons
Location of these changed strings is items_game.txt Example of One:
"weapon_icons"
"1246620"
"icon_path" "econ/default_generated/weapon_p90_cu_p90-asiimov_light"
"1246621"
"icon_path" "econ/default_generated/weapon_p90_cu_p90-asiimov_medium"
"1246622"
"icon_path" "econ/default_generated/weapon_p90_cu_p90-asiimov_heavy"
String updates relate to the back-end changes to the ID numbers related to many different knifes
Location of these changed strings is items_game.txt Example of One:
- "33357844"
- "icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_light"
- "33357845"
- "icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_medium"
- "33357846"
- "icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_heavy"
"33488916"
"icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_light"
"33488917"
"icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_medium"
"33488918"
"icon_path" "econ/default_generated/weapon_knife_tactical_hy_ddpat_heavy"
Added strings relating to the new item, CS:GO's Quest
Location of these changed strings is items_game.txt "quest_prefab"
{
"name" "quest_item"
"item_class" "collectible_item"
"item_type_name" "#CSGO_Type_Quest"
"item_name" "#CSGO_Type_Quest"
"item_description" "#CSGO_Quest_Desc"
"icon_default_image" "materials/icons/inventory_icon_quest.vtf"
"image_inventory" "backpack/crafting/quest"
"item_quality" "unique"
"item_rarity" "common"
"min_ilevel" "1"
"max_ilevel" "1"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"mouse_pressed_sound" "ui/item_paper_pickup.wav"
"drop_sound" "ui/item_paper_pickup.wav"
Added strings involving some of the details/attributes toward the quests or the journal.
Location of these changed strings is items_game.txt "attendance_pin"
{
"prefab" "collectible_untradable"
"item_quality" "genuine"
}
____
"season access" "3"
"minutes played"
{
"attribute_class" "minutes_played"
"value" "1"
}
"operation minutes played"
{
"attribute_class" "operation_minutes_played"
"value" "0"
"force_gc_to_generate" "1"
}
"operation wins"
{
"attribute_class" "operation_wins"
"value" "0"
"force_gc_to_generate" "1"
}
"operation kills"
{
"attribute_class" "operation_kills"
"value" "0"
"force_gc_to_generate" "1"
}
"operation 3k"
{
"attribute_class" "operation_3k"
"value" "0"
"force_gc_to_generate" "1"
}
"operation 4k"
{
"attribute_class" "operation_4k"
"value" "0"
"force_gc_to_generate" "1"
}
"operation 5k"
{
"attribute_class" "operation_5k"
"value" "0"
"force_gc_to_generate" "1"
}
"operation hsp"
{
"attribute_class" "operation_hsp"
"value" "0"
"force_gc_to_generate" "1"
}
"operation mvps"
{
"attribute_class" "operation_mvps"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive minutes played"
{
"attribute_class" "competitive_minutes_played"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive wins"
{
"attribute_class" "competitive_wins"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive kills"
{
"attribute_class" "competitive_kills"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive 3k"
{
"attribute_class" "competitive_3k"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive 4k"
{
"attribute_class" "competitive_4k"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive 5k"
{
"attribute_class" "competitive_5k"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive hsp"
{
"attribute_class" "competitive_hsp"
"value" "0"
"force_gc_to_generate" "1"
}
"competitive mvps"
{
"attribute_class" "competitive_mvps"
"value" "0"
"force_gc_to_generate" "1"
}
"quests complete"
{
"attribute_class" "quests_complete"
"value" "0"
"force_gc_to_generate" "1"
String updates were made regarding the CZ75's preb
Location of these changed strings is items_game.txt "weapon_cz75a_prefab"
- "in game price" "300"
"inaccuracy stand" "10.430000"
"inaccuracy crouch" "7.600000"
Back-end strings added for the new butterfly knife
Location of these changed strings is items_game.txt "515"
{
"name" "weapon_knife_butterfly"
"prefab" "melee_unusual"
"item_name" "#SFUI_WPNHUD_Knife_Butterfly"
"item_description" "#CSGO_Item_Desc_Knife_Butterfly"
"image_inventory" "econ/weapons/base_weapons/weapon_knife_butterfly"
"icon_default_image" "materials/icons/inventory_icon_weapon_knife_butterfly.vtf"
"model_player" "models/weapons/v_knife_butterfly.mdl"
"model_world" "models/weapons/w_knife_butterfly.mdl"
"used_by_classes"
{
"terrorists" "1"
"counter-terrorists" "1"
}
"attributes"
{
"pedestal display model" "models/weapons/v_knife_butterfly_inspect.mdl"
}
"inventory_image_data"
{
"camera_angles" "30.0 -95.0 29.0"
"camera_offset" "9.0 1.5 -1.5"
}
"paint_data"
{
"PaintableMaterial0"
{
"Name" "knife_butterfly"
"ViewmodelDim" "2048"
"WorldDim" "512"
"BaseTextureOverride" "0"
"WeaponLength" "15.300000"
"UVScale" "0.506000"
}
}
"tags"
{
"ItemSet"
{
"tag_value" "set_community_4"
"tag_text" "#CSGO_set_community_4"
"tag_group" "ItemSet"
"tag_group_text" "#SFUI_InvTooltip_SetTag"
Back-end string deletions were made to the Community Season cases
Location of these changed strings is items_game.txt "name" "Community Season One Spring 2013"
"attributes"
- "referenced item def" "1001"
"name" "Community Season One Spring 2013 Coin 1"
"attributes"
- "upgrade threshold" "600"
- "referenced item def" "1002"
"name" "Community Season One Spring 2013 Coin 2"
"attributes"
- "upgrade threshold" "3000"
- "referenced item def" "1003"
"name" "Community Season Two Autumn 2013"
"attributes"
- "referenced item def" "1013"
"name" "Community Season Two Autumn 2013 Coin 1"
"attributes"
- "upgrade threshold" "600"
- "upgrade threshold wins" "5"
- "referenced item def" "1014"
"name" "Community Season Two Autumn 2013 Coin 2"
"attributes"
- "upgrade threshold" "1800"
- "upgrade threshold wins" "15"
- "referenced item def" "1015"
"name" "Community Season Three Spring 2014"
"attributes"
- "referenced item def" "1024"
"name" "Community Season Three Spring 2014 Coin 1"
"attributes"
- "upgrade threshold" "600"
- "upgrade threshold wins" "5"
- "referenced item def" "1025"
"name" "Community Season Three Spring 2014 Coin 2"
"attributes"
- "upgrade threshold" "1800"
- "upgrade threshold wins" "15"
- "referenced item def" "1026"
Addition strings were added for the Community Season 4 Summer ticket and its coins
Location of these changed strings is items_game.txt "1027"
{
"name" "Community Season Four Summer 2014"
"first_sale_date" "2014/07/01"
"prefab" "csgo_tool"
"item_type_name" "#CSGO_Type_Ticket"
"item_name" "#CSGO_Ticket_CommunitySeasonFourSummer2014"
"item_description" "#CSGO_Ticket_CommunitySeasonFourSummer2014_Desc"
"image_inventory" "econ/status_icons/operation_breakout_pass"
"capabilities"
{
"usable_gc" "1"
"usable_out_of_game" "1"
}
"tool"
{
"type" "season_pass"
"use_string" "#ConsumeItem"
}
"attributes"
{
"season access" "3"
}
}
"1028"
{
"name" "Community Season Four Summer 2014 Coin 1"
"prefab" "season4_coin"
"item_name" "#CSGO_Collectible_CommunitySeasonFourSummer2014_Coin1"
"item_description" "#CSGO_Collectible_CommunitySeasonFourSummer2014_Coin1
_Desc"
"image_inventory" "econ/status_icons/operation_breakout_bronze"
"min_ilevel" "1"
"max_ilevel" "1"
"attributes"
{
"pedestal display model" "models/inventory_items/breakout_bronze_01.mdl"
}
}
"1029"
{
"name" "Community Season Four Summer 2014 Coin 2"
"prefab" "season4_coin"
"item_name" "#CSGO_Collectible_CommunitySeasonFourSummer2014_Coin2"
"item_description" "#CSGO_Collectible_CommunitySeasonFourSummer2014_Coin2
_Desc"
"image_inventory" "econ/status_icons/operation_breakout_silver"
"min_ilevel" "2"
"max_ilevel" "2"
"attributes"
{
"pedestal display model" "models/inventory_items/breakout_silver_01.mdl"
}
}
"1030"
{
"name" "Community Season Four Summer 2014 Coin 3"
"prefab" "season4_coin"
"item_name" "#CSGO_Collectible_CommunitySeasonFourSummer2014_Coin3"
"item_description" "#CSGO_Collectible_CommunitySeasonFourSummer2014_Coin3
_Desc"
"image_inventory" "econ/status_icons/operation_breakout_gold"
"min_ilevel" "3"
"max_ilevel" "3"
"attributes"
{
"pedestal display model" "models/inventory_items/breakout_gold_01.mdl"
}
}
"1031"
{
"name" "Map Token Castle"
"prefab" "map_token"
"item_name" "#CSGO_Collectible_MapTokenCastle"
"item_description" "#CSGO_Collectible_MapTokenCastle_Desc"
"image_inventory" "econ/status_icons/maptoken_castle"
"map_name" "#SFUI_Map_de_castle"
"attributes"
{
"pedestal display model" "models/inventory_items/maptoken_castle.mdl"
}
}
"1032"
{
"name" "Map Token Black Gold"
"prefab" "map_token"
"item_name" "#CSGO_Collectible_MapTokenBlackgold"
"item_description" "#CSGO_Collectible_MapTokenBlackgold_Desc"
"image_inventory" "econ/status_icons/maptoken_blackgold"
"map_name" "#SFUI_Map_de_blackgold"
"attributes"
{
"pedestal display model" "models/inventory_items/maptoken_blackgold.mdl"
}
}
"1033"
{
"name" "Map Token Rush"
"prefab" "map_token"
"item_name" "#CSGO_Collectible_MapTokenRush"
"item_description" "#CSGO_Collectible_MapTokenRush_Desc"
"image_inventory" "econ/status_icons/maptoken_rush"
"map_name" "#SFUI_Map_cs_rush"
"attributes"
{
"pedestal display model" "models/inventory_items/maptoken_rush.mdl"
}
}
"1034"
{
"name" "Map Token Mist"
"prefab" "map_token"
"item_name" "#CSGO_Collectible_MapTokenMist"
"item_description" "#CSGO_Collectible_MapTokenMist_Desc"
"image_inventory" "econ/status_icons/maptoken_mist"
"map_name" "#SFUI_Map_de_mist"
"attributes"
{
"pedestal display model" "models/inventory_items/maptoken_mist.mdl"
}
}
"1035"
{
"name" "Map Token Insertion"
"prefab" "map_token"
"item_name" "#CSGO_Collectible_MapTokenInsertion"
"item_description" "#CSGO_Collectible_MapTokenInsertion_Desc"
"image_inventory" "econ/status_icons/maptoken_insertion"
"map_name" "#SFUI_Map_cs_insertion"
"attributes"
{
"pedestal display model" "models/inventory_items/maptoken_insertion.mdl"
}
}
"1036"
{
"name" "Map Token Overgrown"
"prefab" "map_token"
"item_name" "#CSGO_Collectible_MapTokenOvergrown"
"item_description" "#CSGO_Collectible_MapTokenOvergrown_Desc"
"image_inventory" "econ/status_icons/maptoken_overgrown"
"map_name" "#SFUI_Map_de_overgrown"
"attributes"
{
"pedestal display model" "models/inventory_items/maptoken_overgrown.mdl"
Addition strings added for more background details with the new quest items
Location of these changed strings is items_game.txt "1306"
{
"name" "quest"
"item_name" "#quest"
"item_description" "#quest_desc"
"prefab" "quest_prefab"
"image_inventory" "econ/tools/mission"
"attributes"
{
"cannot trade" "1"
}
String deletions were made for the attribute called "referenced item def"
Location of these changed strings is items_game.txt "5"
{
"name" "referenced item def"
"attribute_class" "referenced_item_def"
"description_format" "value_is_additive"
"hidden" "1"
"effect_type" "neutral"
"stored_as_integer" "1"
String changes relating to the storing of the Supply Crate Series
Location of these changed strings is items_game.txt "68"
{
"name" "set supply crate series"
"attribute_class" "supply_crate_series"
"description_string" "#Attrib_SupplyCrateSeries"
"description_format" "value_is_additive"
"hidden" "0"
"effect_type" "positive"
- "stored_as_integer" "0"
"stored_as_integer" "1"
Back-end string deletions were made for the upgrade threshold and upgrade threshold win
Location of these changed strings is items_game.txt "73"
{
"name" "upgrade threshold"
"attribute_class" "upgrade_threshold"
"description_format" "value_is_additive"
"hidden" "1"
"effect_type" "positive"
"stored_as_integer" "1"
}
"108"
{
"name" "upgrade threshold wins"
"attribute_class" "upgrade_threshold_wins"
"description_format" "value_is_additive"
"hidden" "1"
"effect_type" "positive"
"stored_as_integer" "1"
String entries were made for the new weapon skins and their details
Location of these changed strings is items_game.txt P90 Asiimov Example:
}
"359"
{
"name" "cu_p90-asiimov"
"description_string" "#PaintKit_cu_m4_asimov"
"description_tag" "#PaintKit_cu_m4_asimov_tag"
"style" "7"
"pattern" "zone9_p90"
"pattern_scale" "1.000000"
"phongexponent" "180"
"phongintensity" "255"
"ignore_weapon_size_scale" "1"
"only_first_material" "0"
"pattern_offset_x_start" "0.000000"
"pattern_offset_x_end" "0.000000"
"pattern_offset_y_start" "0.000000"
"pattern_offset_y_end" "0.000000"
"pattern_rotate_start" "0.000000"
"pattern_rotate_end" "0.000000"
"wear_remap_min" "0.000000"
"wear_remap_max" "0.920000"
The new weapon skins had strings attached to each one for their rarity class
Location of these changed strings is items_game.txt Paint Kit Rarity:
"so_olive" "common"
"so_red" "uncommon"
"hy_ddpat" "common"
"hy_arctic" "uncommon"
"hy_desert" "common"
"hy_copperhead" "rare"
"hy_skulls" "rare"
"hy_webs" "rare"
"hy_ak47lam" "mythical"
"hy_gelpen" "uncommon"
"hy_v_tiger" "common"
"hy_ddpat_urb" "common"
"hy_granite" "common"
"sp_spray" "common"
"sp_leaves" "common"
"sp_short_tape" "common"
"sp_tape" "common"
"an_navy" "rare"
"sp_snake" "uncommon"
"an_silver" "uncommon"
"an_red" "rare"
"am_urban" "uncommon"
"am_ossify" "rare"
"aa_flames" "rare"
"aa_fade" "rare"
"so_yellow" "mythical"
"so_night" "common"
"aq_copper" "rare"
"aq_blued" "uncommon"
"aq_forced" "uncommon"
"aq_oiled" "mythical"
"so_pmc" "common"
"so_space_marine" "common"
"am_dragon_glock" "rare"
"am_lightning_awp" "legendary"
"am_zebra" "rare"
"am_zebra_dark" "rare"
"aa_vertigo" "mythical"
"am_slither_p90" "legendary"
"am_carbon_fiber" "uncommon"
"am_scorpion_p2000" "rare"
"sp_mesh_tan" "common"
"hy_feathers_aug" "rare"
"hy_arctic_contrast" "common"
"hy_blizzard" "uncommon"
"hy_forest_winter" "uncommon"
"hy_forest_boreal" "common"
"hy_forest_night" "common"
"hy_ddpat_orange" "mythical"
"hy_ddpat_pink" "rare"
"hy_mottled_sand" "common"
"hy_reef" "uncommon"
"so_caramel" "common"
"so_grassland" "common"
"so_moss" "common"
"so_purple" "rare"
"so_sand" "common"
"so_stormfront" "common"
"so_tornado" "common"
"so_whiteout" "rare"
"sp_leaves_grassland" "common"
"sp_mesh_arctic_contrast" "common"
"sp_mesh_forest_fire" "uncommon"
"sp_mesh_glacier" "rare"
"sp_mesh_sand" "common"
"sp_spray_desert_sage" "common"
"sp_spray_jungle" "common"
"sp_spray_sand" "common"
"sp_tape_dots_urban" "common"
"sp_tape_dots_waves" "common"
"sp_tape_orange" "uncommon"
"hy_varicamo_blue" "rare"
"cu_usp_sandpapered" "rare"
"hy_ssg08_marker" "rare"
"cu_m4a1-s_silence" "mythical"
"so_orange_accents2" "rare"
"aq_steel" "uncommon"
"am_royal" "mythical"
"am_metals" "mythical"
"am_chainmail" "uncommon"
"aq_handcannon" "rare"
"am_metal_inlay" "rare"
"hy_vines" "common"
"hy_indigo_usp" "common"
"so_indigo_and_grey" "common"
"cu_well_traveled_ak47" "mythical"
"cu_green_leather_ak47" "rare"
"cu_brown_leather_p90" "uncommon"
"cu_luggage_mac10" "uncommon"
"cu_medieval_dragon_awp" "legendary"
"cu_green_leather_sawedoff" "rare"
"cu_luggage_p2000" "common"
"aq_pilot_deagle" "rare"
"cu_leather_xm1014" "rare"
"cu_bizon-osiris" "mythical"
"cu_c75a-tiger" "mythical"
"cu_deagle_aureus" "mythical"
"aq_57_feathers" "legendary"
"cu_glock-liquescent" "mythical"
"cu_mp7-commander" "rare"
"cu_negev_titanstorm" "rare"
"cu_nova_koi" "mythical"
"cu_p2000_ivory" "uncommon"
"cu_bittersweet" "mythical"
"cu_p90-asiimov" "ancient"
"cu_m4a1s_cyrex" "legendary"
"aq_leviathan" "rare"
"hy_lines_orange" "rare"
"cu_luggage_sg553" "uncommon"
"cu_luggage_usp-s" "uncommon"
"hy_plaid1" "common"
"hy_plaid2" "common"
Also new strings were added for the content items of each new collection
ocation of these changed strings is items_game.txt"set_overpass"
{
"name" "#CSGO_set_overpass"
"set_description" "#CSGO_set_overpass_desc"
"is_collection" "1"
"items"
{
"[sp_spray]weapon_m249" "1"
"[so_stormfront]weapon_mag7" "1"
"[so_stormfront]weapon_mp9" "1"
"[sp_spray_desert_sage]weapon_sawedoff" "1"
"[sp_dapple]weapon_ump45" "1"
"[hy_gelpen]weapon_mp7" "1"
"[hy_ddpat_urb]weapon_deagle" "1"
"[so_night]weapon_glock" "1"
"[so_grassland]weapon_hkp2000" "1"
"[hy_varicamo_blue]weapon_xm1014" "1"
"[hy_ssg08_marker]weapon_ssg08" "1"
"[so_orange_accents2]weapon_cz75a" "1"
"[hy_ddpat_pink]weapon_awp" "1"
"[cu_usp_sandpapered]weapon_usp_silencer" "1"
"[cu_m4a1-s_silence]weapon_m4a1_silencer" "1"
}
}
"set_cobblestone"
{
"name" "#CSGO_set_cobblestone"
"set_description" "#CSGO_set_cobblestone_desc"
"is_collection" "1"
"items"
{
"[so_stormfront]weapon_p90" "1"
"[so_stormfront]weapon_scar20" "1"
"[hy_vines]weapon_elite" "1"
"[so_indigo_and_grey]weapon_mac10" "1"
"[so_indigo_and_grey]weapon_ump45" "1"
"[an_silver]weapon_mag7" "1"
"[so_green]weapon_nova" "1"
"[aq_steel]weapon_sawedoff" "1"
"[hy_indigo_usp]weapon_usp_silencer" "1"
"[am_chainmail]weapon_hkp2000" "1"
"[am_metal_inlay]weapon_mp9" "1"
"[am_royal]weapon_cz75a" "1"
"[aq_handcannon]weapon_deagle" "1"
"[am_metals]weapon_m4a1_silencer" "1"
"[cu_medieval_dragon_awp]weapon_awp" "1"
}
}
"set_baggage"
{
"name" "#CSGO_set_baggage"
"set_description" "#CSGO_set_baggage_desc"
"is_collection" "1"
"items"
{
"[so_pmc]weapon_g3sg1" "1"
"[so_sand]weapon_ssg08" "1"
"[hy_plaid1]weapon_mp7" "1"
"[hy_plaid2]weapon_mp9" "1"
"[hy_plaid2]weapon_cz75a" "1"
"[cu_brown_leather_p90]weapon_p90" "1"
"[cu_luggage_mac10]weapon_mac10" "1"
"[cu_luggage_p2000]weapon_hkp2000" "1"
"[cu_luggage_sg553]weapon_sg556" "1"
"[cu_green_leather_sawedoff]weapon_sawedoff" "1"
"[cu_leather_xm1014]weapon_xm1014" "1"
"[cu_luggage_usp-s]weapon_usp_silencer" "1"
"[cu_green_leather_ak47]weapon_ak47" "1"
"[aq_pilot_deagle]weapon_deagle" "1"
"[cu_well_traveled_ak47]weapon_ak47" "1"
}
}
"set_community_4"
{
"name" "#CSGO_set_community_4"
"set_description" "#CSGO_set_community_4_desc"
"is_collection" "1"
"items"
{
"[cu_mp7-commander]weapon_mp7" "1"
"[cu_negev_titanstorm]weapon_negev" "1"
"[cu_p2000_ivory]weapon_hkp2000" "1"
"[aq_leviathan]weapon_ssg08" "1"
"[hy_lines_orange]weapon_ump45" "1"
"[cu_bizon-osiris]weapon_bizon" "1"
"[cu_c75a-tiger]weapon_cz75a" "1"
"[cu_nova_koi]weapon_nova" "1"
"[cu_bittersweet]weapon_p250" "1"
"[cu_deagle_aureus]weapon_deagle" "1"
"[aq_57_feathers]weapon_fiveseven" "1"
"[cu_glock-liquescent]weapon_glock" "1"
"[cu_p90-asiimov]weapon_p90" "1"
"[cu_m4a1s_cyrex]weapon_m4a1_silencer" "1"
String updates were added for giving classification to the rarity level of the content within the new collections
ocation of these changed strings is items_game.txt"crate_community_4_rare"
{
"[cu_mp7-commander]weapon_mp7" "1"
"[cu_negev_titanstorm]weapon_negev" "1"
"[cu_p2000_ivory]weapon_hkp2000" "1"
"[aq_leviathan]weapon_ssg08" "1"
"[hy_lines_orange]weapon_ump45" "1"
}
"crate_community_4_mythical"
{
"[cu_bizon-osiris]weapon_bizon" "1"
"[cu_c75a-tiger]weapon_cz75a" "1"
"[cu_nova_koi]weapon_nova" "1"
"[cu_bittersweet]weapon_p250" "1"
}
"crate_community_4_legendary"
{
"[cu_deagle_aureus]weapon_deagle" "1"
"[aq_57_feathers]weapon_fiveseven" "1"
"[cu_glock-liquescent]weapon_glock" "1"
}
"crate_community_4_ancient"
{
"[cu_p90-asiimov]weapon_p90" "1"
"[cu_m4a1s_cyrex]weapon_m4a1_silencer" "1"
}
"crate_community_4"
{
"crate_community_4_rare" "1"
"crate_community_4_mythical" "1"
"crate_community_4_legendary" "1"
"crate_community_4_ancient" "1"
"community_case_4_unusual" "1"
}
"set_overpass_common"
{
"[sp_spray]weapon_m249" "1"
"[so_stormfront]weapon_mag7" "1"
"[so_stormfront]weapon_mp9" "1"
"[sp_spray_desert_sage]weapon_sawedoff" "1"
"[sp_dapple]weapon_ump45" "1"
}
"set_overpass_uncommon"
{
"[hy_gelpen]weapon_mp7" "1"
"[hy_ddpat_urb]weapon_deagle" "1"
"[so_night]weapon_glock" "1"
"[so_grassland]weapon_hkp2000" "1"
}
"set_overpass_rare"
{
"[hy_varicamo_blue]weapon_xm1014" "1"
"[hy_ssg08_marker]weapon_ssg08" "1"
"[so_orange_accents2]weapon_cz75a" "1"
}
"set_overpass_mythical"
{
"[hy_ddpat_pink]weapon_awp" "1"
"[cu_usp_sandpapered]weapon_usp_silencer" "1"
}
"set_overpass_legendary"
{
"[cu_m4a1-s_silence]weapon_m4a1_silencer" "1"
}
"set_cobblestone_common"
{
"[so_stormfront]weapon_p90" "1"
"[so_stormfront]weapon_scar20" "1"
"[hy_vines]weapon_elite" "1"
"[so_indigo_and_grey]weapon_mac10" "1"
"[so_indigo_and_grey]weapon_ump45" "1"
}
"set_cobblestone_uncommon"
{
"[an_silver]weapon_mag7" "1"
"[so_green]weapon_nova" "1"
"[aq_steel]weapon_sawedoff" "1"
"[hy_indigo_usp]weapon_usp_silencer" "1"
}
"set_cobblestone_rare"
{
"[am_chainmail]weapon_hkp2000" "1"
"[am_metal_inlay]weapon_mp9" "1"
}
"set_cobblestone_mythical"
{
"[am_royal]weapon_cz75a" "1"
"[aq_handcannon]weapon_deagle" "1"
}
"set_cobblestone_legendary"
{
"[am_metals]weapon_m4a1_silencer" "1"
}
"set_cobblestone_ancient"
{
"[cu_medieval_dragon_awp]weapon_awp" "1"
}
"set_baggage_common"
{
"[so_pmc]weapon_g3sg1" "1"
"[so_sand]weapon_ssg08" "1"
"[hy_plaid1]weapon_mp7" "1"
"[hy_plaid2]weapon_mp9" "1"
"[hy_plaid2]weapon_cz75a" "1"
}
"set_baggage_uncommon"
{
"[cu_brown_leather_p90]weapon_p90" "1"
"[cu_luggage_mac10]weapon_mac10" "1"
"[cu_luggage_p2000]weapon_hkp2000" "1"
"[cu_luggage_sg553]weapon_sg556" "1"
}
"set_baggage_rare"
{
"[cu_green_leather_sawedoff]weapon_sawedoff" "1"
"[cu_leather_xm1014]weapon_xm1014" "1"
"[cu_luggage_usp-s]weapon_usp_silencer" "1"
}
"set_baggage_mythical"
{
"[cu_green_leather_ak47]weapon_ak47" "1"
"[aq_pilot_deagle]weapon_deagle" "1"
}
"set_baggage_legendary"
{
"[cu_well_traveled_ak47]weapon_ak47" "1"
}
"set_overpass"
{
"set_overpass_common" "1"
"set_overpass_uncommon" "1"
"set_overpass_rare" "1"
"set_overpass_mythical" "1"
"set_overpass_legendary" "1"
}
"set_cobblestone"
{
"set_cobblestone_common" "1"
"set_cobblestone_uncommon" "1"
"set_cobblestone_rare" "1"
"set_cobblestone_mythical" "1"
"set_cobblestone_legendary" "1"
"set_cobblestone_ancient" "1"
}
"set_baggage"
{
"set_baggage_common" "1"
"set_baggage_uncommon" "1"
"set_baggage_rare" "1"
"set_baggage_mythical" "1"
"set_baggage_legendary" "1"
}
"revolving_loot_lists"
String updates were made for the addition of the new displayed UI of a teammate saving a player. Plus the addition of Butterfly UI element
Location of these changed strings is items_game.txt "Chat_SavePlayer_Savior" " ** You just saved %s1 by killing %s2! **"
"Chat_SavePlayer_Saved" " ** %s1 just saved you by killing %s2! **"
"Chat_SavePlayer_Spectator" " ** %s1 just saved %s2 by killing %s3! **"
"SFUI_WPNHUD_Knife_Butterfly" "Butterfly Knife"
String updates took place for the back-end changes to facts that are displayed at the end of each round
Location of these changed strings is items_game.txt //Round fun facts
- "funfact_kills_with_last_round" "%s1 killed an enemy %s2 times with their last bullet."
"funfact_kills_with_last_round" "On %s2 occasions with only one bullet left, %s1 killed an enemy."
"funfact_ace" "Ace! %s1 killed the entire enemy team."
String updates in the back-end econmy system took place and assorted menu UI changes included
Location of these changed strings is items_game.txt //////////////////////////
// ECON IMPLEMENTED BELOW
//////////////////////////
"Econ_DateFormat_DateOnly" "