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CS: GO 1st, 2nd, + 3rd of July Patch - Content Analysis
CS: GO 1st, 2nd, + 3rd of July Patch - Content Analysis-May 2024
May 2, 2025 11:58 AM

  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

  

Front-End Changes

7/2/14 Changelog

OPERATION BREAKOUT

Missions will now properly reward progress on partnering dedicated servers.Fixed graphical glitch with water on cs_rush and de_overgrown when shader detail is set to medium or low.

GAMEPLAY

Fixed the Tec-9 weapon script.

MISC

Fixed a rare crash when updating the scoreboard.Zooming out of a sniper scope on a map that doesn’t have a post processing entity will no longer cause a circular visual artifact.

7/3/14 Changelog

MISC

Fixed radar not showing up for spectators or GOTV viewers.UI bugfixes for missions and scoreboard.Fixed a crash for render state corruption related to smoke grenades.Fix for local user avatars sometimes not loading correctly.

Weapon Values Fixed

The updated Tec 9 weapon values are now believed to be what the original's values should of been in the July 1st patch. Looking in to the script a little bit more; it appears that either the execution of the script failed or the devs made a typo with the values. The patch notes do mark that the Tec 9's weapon script was "fixed".

  

Weapon7/1 Value7/3 Value
Tec 9Inaccuracy Fire = 15.88Inaccuracy Fire = 52.88

Tec 9

Recoil Magnitude = 15Recoil Magnitude = 29

Back-End Changes

Version Released

ClientVersion = 119

  ServerVersion = 119

  PatchVersion = 1.34.0.1

  

Water Display for Low Settings Fixed

There were many reports of the water's appearance with the new operation maps being glitched for users with low settings on. The devs have fixed this problem by adding a string to the VMTs files that were involved with the issue; this string redirects the user to a new separate VMT meant for users who use low settings. The following strings were added:

  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

UI Fixes for Main Menu Mission Panel

Fix for correcting some of the dimensions issues within the UI.

  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

UI Fixes for Small Item Tiles

Issues involving the UI GUI with the new quest system have been fixed.

  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

UI Fixes for the Scoreboard

There were reports of many different UI issues with the scoreboard, and the possibility of a rare game crash would occur. Effort was put in to correct many of those issues.

  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

DLL Alternations

There has been changes to some of the core DLL files that run CS:GO.

  Client.dllServer.dll

Front-End Changes

Note:This is the start of the 7/1 update

  

Changelog

OPERATION BREAKOUT

Six community maps were added, available in official matchmaking to all CS:GO players for the duration of the operation.Operation Breakout All Access Pass is now available for purchase. Features include: The Operation Breakout Challenge CoinMission drops45 new weapon finishes as potential mission rewardsOperation Breakout Case dropsJournal that contains: Active Duty ScorecardOperation Breakout ScorecardFriends leaderboards

GAMEPLAY

The Buy Menu has been updated and now has the following weapon stats: Damage ( Pre-falloff damage against an unarmored opponent. )Firerate ( How frequently does this weapon shoot or can be shot )Recoil Control ( How easy is it to compensate for the recoil )Accurate Range ( The distance up to which 100% of shots will land within a 30cm circle. See cl_weapon_debug_print_accuracy )Movement Rate ( How fast the player can move with the weapon in hand )Armor Penetration ( The percentage of the shot’s damage that ignores armor )Penetration Power – See BelowWeapon Changes: Desert Eagle: Increased standing and crouching Accurate RangeCZ75-A: Decreased standing and crouching Accurate RangeTec-9: Increased standing, crouching, and moving Accurate RangeElites: Reduced price to $500SSG08: Reduced price to $1700Increased Accurate Range slightlyMag7: Penetration Power increasedPellets reduced to 8Individual pellet damage increased to 30Reduced maximum range slightlySawed Off: Penetration Power increasedPellets reduced to 8Individual pellet damage increased to 32Reduced maximum range slightlySpread increased slightlyXM1014: Reduced price to $2000Penetration Power increasedSpread reduced slightlyFor all shotguns except Nova, pellets will now penetrate walls.Updated the bullet penetration (wallbanging) system to be more straight forwarded, fixed some previous bugs associated with it. (for more info on how penetration works, see this guide:http://steamcommunity.com/sharedfiles/filedetails/?id=275573090)Bullets now leave a brief trail in the air after penetrating most surfaces (wallbang)Human players can use a bot to retrieve the bomb.The spotting code that shows enemies on the radar now considers the map’s fog values to determine if a player will show up or not.The game now announces if you’ve been “saved” by someone or have “saved” someone. Saving someone means that you eliminate an enemy who is about to kill one of your teammates who is unaware of that enemy.Added a new convar (sv_showimpacts_penetration) that will display on screen penetration data when bullets penetrate surfaces in game.Added a convar mp_backup_round_auto, when enabled will keep in-memory backups to handle reconnecting players even if the backup files aren’t written to disk, enabled by default.Added convar mp_force_assign_teams that when set, will auto assign players to a valid team and does not give them the option to choose teams.Exposed previously development only ConVar (cl_weapon_debug_print_accuracy) which shows Inaccuracy, Spread, SpreadDistance, Player Velocity, Accurate Range, and some other real time data for weapons when shooting.

MAPS

Maps have been divided into three groups: Active Duty, Reserves, and Operation. These map assignments will be re-evaluated every Operation. Active Duty Maps: Dust IINukeMirageInfernoCobblestoneOverpassCacheReserves Maps: TrainAztecDustVertigoOfficeItalyAssaultMilitiaOperation Maps: CastleOvergrownBlack GoldMistRushInsertionMirage: Fixed a collision exploit near entrance to Underpass.Nuke: Reduced fogBlocked visibility through bottom of cover in Bombsite A.Made ceiling in Bombsite B twice as thick.Dust2: Fixed some spots where C4 could get stuck.Reduced post processing effects.Inferno: General graphical updates.Thinner pillars underneath trellis in CT spawn.Thinner pillars on awning in Alt Mid.Added lights to balcony in Alt Mid.Fixed some spots where C4 could get stuck.Removed pretty flowers behind yellow car in banana.Added a ton of flowers in other areas to compensate.Calmed down dog in apartments.Removed tree boost spots.Added a chickencoop to T spawn.Changed max chicken population from 10 to 12.Added back relaxing flamenco music to T spawn.Updated the skybox.It is now possible to shoot through the box in the middle of Bombsite A.Militia Fixed a bug where bots would get stuck.

MISC

Competitive matchmaking will no longer consider matches with a very high skill group difference regardless of search time.Updated all loading screens and the team select screen.Demos launched with playdemo on the command line are improved: Allows specifying full paths with drive letters for the demo filename.Hide the main menu when a demo is started from the command line.Fixed the team select screen lingering and sometimes not going away in some circumstances.Fixed radar not showing up during the first round of a competitive match on official servers.Reduced screen effects on high shader settings when zoomed with scoped rifles.Resolved an issue that was preventing users from earning knife-related achievements in Arms Race.ated achievements in Arms Race.

Release of Operation Breakout!

The next operation is here! It includes 6 custom maps, new skins, and a couple other new features. Notice that June's unique player count figure has been released and it is 3,058,756. If you take a look back at last October, that number was 1.250,675. Shoutout to @FREIHH that has kept track of this data and is collecting it.

  

Operation Breakout - Pass and Keys Available

Activation of Operation Breakout

Includes Upgradeable Challenge Coin

The challenge coin has the following levels:All three levels on the coin have models in game already:The following files are associated with the coins:

This Coin Includes A New Feature: Journal

Operation Breakout Journal

There is not much interactivity with this journal, and this is more of a visual item for your collection...

  But it does look like the same tools were used for something else Valve's created... :)

  

Introduction of the Operation Missions/Quests

New Map Group Categories

Each official map is now classified in one of the three categories: Breakout(Operation Map), Active Duty, and ReservesEach map icon will have a decal to identify it

De_Mirage Map Changes

A glitch jump spot has been removed from above underpass; it was causing player's hitboxs to disappearThe glitch involved being on top of the door's frame levelThis is no longer possible; that means the glitch is gone

De_Nuke Map Changes

The floor between the bomb sites is now twice as thickGallery

  Gallery

  The overall fog of the map was decreased more.Gallery

  Visibility was blocked on the bottom of A bombsiteGallery

  

De_Dust2 Map Change

More locations of where the bomb could get stuck had the teleports bomb script added to them. That means the bomb will not get stuck in these locations now.Gallery

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De_Inferno Modifications

Collection of images of the before and after changes on Inferno. A lot of little details to notice along with the big changesGallery

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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

  Gallery

  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.

  

New Impact Display

Most competitive players used sv_showimpacts to experiment with the walls and textures to see if it was sprayable/spammable. The CS:GO devs have stated multiple times in the past that the results displayed misrepresented the information often. With the changes to bullet penetration system a new UI display system was added. The new system gives actual details and numbers for each bullet. The new cvar is sv_showimpacts_penetration.

  Gallery

  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

More Detailed Buy Menu UI

More information is displayed for each weapon on the buy menu.

  

Real Time Weapon Statistics Development

The developers have noted in the patch notes that they have exposed the real time weapon debug mode that was being worked on previously. It appears that more development will be involved with this system. The current convar is cl_weapon_debug_print_accuracy.

  

Bots Will Drop the Bomb Now!

Weapon Changes

The patch has also introduced some new weapon balancement, you can see the raw value changes below of each:

  

WeaponOld ValueNew Value
Desert EagleInaccuracyCrouch = 3.78InaccuracyCrouch = 2.18

Desert Eagle

InaccuracyStand = 7.70InaccuracyStand = 4.20

Dual Elites

WeaponPrice = 700WeaponPrice = 500
Mag 7Penetration = 0Penetration = 1
Mag 7Damage = 28Damage = 30
Mag 7Range = 1500Range = 1400
Mag 7Bullets = 9Bullets = 8
Sawed OffDamage = 30Damage = 32
Sawed OffRange = 750Range = 650
Sawed OffBullets = 9Bullets = 8
Sawed OffSpread = 60.00Spread = 62.00
SSG 08WeaponPrice = 2000WeaponPrice = 1700
SSG 08Spread = 0.30Spread = 0.28
SSG 08SpreadAlt = 0.30SpreadAlt = 0.23
SSG 08InaccuracyCrouchAlt = 3.00InaccuracyCrouchAlt = 2.80
SSG 08InaccuracyStandAlt = 4.00InaccuracyStandAlt = 3.00
Tec 9InaccuracyCrouch = 8.57InaccuracyCrouch = 7.57
Tec 9InaccuracyStand = 11.43InaccuracyStand = 9.43
Tec 9InaccuracyFire = 52.88InaccuracyFire = 15.88
Tec 9InaccuracyMove = 13.81InaccuracyMove = 13.81
Tec 9RecoilMagnitude = 29RecoilMagnitude = 15
XM 1014SpreadAlt = 0.50SpreadAlt = 0.30
XM 1014WeaponPrice = 2200WeaponPrice = 2000
XM 1014Penetration = 0Penetration = 1
XM 1014Spread = 40.00Spread = 38.00

The Overpass Collection

15 new weapon skins that are inspired by the Overpass map.

  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

  

The CobbleStone Collection

15 new weapon skins that are inspired by the Cobblestone map.

  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

  

The Baggage Collection

15 new weapon skins from around the world.

  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

  

Operation Breakout Cases - Community 4

14 top rated community created weapon skins.

  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.

  

Back-End Changes

Version Released

ClientVersion = 117

  ServerVersion = 117

  PatchVersion = 1.34.0.0

  

Back-end Map Changes

The following maps have had their .NAV modified, which means that the pattern the bot followed and the style they displayed has changed on that map. This is either due to changes in the map, errors bots were having or some type of other glitch.cs_militia.nav

  de_dust2.nav

  de_inferno.nav

  de_mirage.nav

  de_nuke.nav

  

Modifications to Particle Files

There were many small different changes in certain particle effects. One example the player might notice is when you are shooting walls; there will be a more obvious smoke pattern from the bullet. The three files that were modified are: impact_FX.pcf, de_overpass_.pcf, and explosions_fx.pcf.

Inferno Models

Wooden Bench Model Added

A wooden bench has been added for the redesign to Inferno but could be used in future maps. Featured below is an image of the bench, and then a image of the model's current physic surroundings.

  Below showcases the associated VTF and VMT files related to the model's color mask:

  Gallery

  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

  

Stone Bench Model Added

A stone bench has been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the model with normal mapping enable and then disabled. Following is a comparison image of the bench with basic smooth model with the normal mapping toggled.

  Gallery

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  Below showcases the associated VTF and VMT related files to the model's color mask:

  Gallery

  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

  

2 Models of Arch Stones have been added

Arch Stones have been added for the redesign to Inferno but could be used in future maps. Featured below is images of the 2 arch stones with the addition of the model's current physic surroundings.

  Below showcases the associated VTF and VMT related files to the model's color mask:

  Gallery

  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

  

New Stone Bridge way Arch Model Added

An Arch bridge way has been added for the redesign to Inferno but could be used in future maps. Featured below is an image of the bridge arch with the addition of the model's current physic surroundings.

  Below showcases the associated VTF and VMT related files to the model's color mask:

  Gallery

  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

  

New Church Ornament Model Added

A church ornament model has been added for the redesign to Inferno but could be used in future maps. Featured below is an close up comparison image of the texture with normal mapping enable and disabled. Then includes the addition of a farther away image with normal mapping enabled.

  Gallery

  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:

  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

  

New Church Stone Trim Model Added

Church's stone trim model has been added for the redesign to Inferno but could be used in future maps. Featured below is an image of the trim.

  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

  

New Confessional Model Added

A confessional model has been added for the redesign to Inferno but could be used in future maps. Featured below is an image of the confessional, and then a image of the model's current physic surroundings.

  Below showcases the associated VTF, VMT, and REF VTF files to the model's color mask:

  Gallery

  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

  

6 New Models of Stone Pillars Added

Stone pillars models have been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of each pillar with normal mapping enable and then disabled. Following that is a addition of the model's current physic surroundings.

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  Physic CharacteristicsGallery

  Physic CharacteristicsGallery

  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:

  Gallery

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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

  

New Door Arch Way Model Added

A new door arch way model has been added for the redesign to Inferno but could be used in future maps. Featured below is an close up comparison image of the texture with normal mapping enable and disabled.

  Gallery

  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:

  doorarcha_new_color.vmt

  doorarcha_new_color.vtf

  doorarcha_new_normal.vtf

  

New Head and Hand Sculpture Model Added

A new head and hand sculpture model has been added for the redesign to Inferno but could be used in future maps. Featured below is an close up comparison image of both models with normal mapping enable and disabled.

  Gallery

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  Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the both model's color mask:

  Gallery

  Gallery

  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

  

New Inferno Arch Model Added

A inferno arch model has been added for the redesign to Inferno but could be used in future maps. Featured below is an image of the arch, and then a image of the model's current physic surroundings.

  Below showcases the associated VTF and VMT related files to the model's color mask:

  Gallery

  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

  

New Church Entrance Model Added

A new church entrance model has been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the doorway with normal mapping enable and disabled. Then includes the addition of the model's current physic surroundings.

  Gallery

  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:

  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

  

2 New Models of Fence have been added

Two fence models have been added for the redesign to Inferno but could be used in future maps. Featured below is images of the 2 fences with the addition image of the first model's current physic surroundings.

  Below showcases the associated VTF, VMT, and REF VTF files to the model's color mask:

  Gallery

  

New Lampost Light Model Added

A new streetlight model has been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the streetlight with normal mapping enable and disabled. Then includes the addition of the model's current physic surroundings.

  Gallery

  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

  

New Logpile Model Cloth Added

A new model for the woodpile with a cloth texture placed on top has been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the cloth with normal mapping enable and disabled. Following showcases comparison images of the woodpile with the raw model and then one with textures enabled.

  Gallery

  Gallery

  Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:

  Gallery

  Gallery

  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

  

New Monument Model Added

A new monument model has been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the monument with normal mapping enable and disabled. Then includes an addition image of the model's current physic surroundings and one with just the smooth base.

  Gallery

  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

  

Changes to the Flower Models

HUGE CHANGE. This is very important. These are the visually enhanced images of the 2 flower pots that were changed. Includes images of the Textured, Physics, Wireframe, and Smoothed.

  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

  

New Cross Spire Added

A new cross spire model has been added for the redesign to Inferno but could be used in future maps. Featured below is images of the spire; one with the textures and one with the basic model.

  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:

  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

  

Transportation Rack Model Added

A transportation rack model has been added for the redesign to Inferno but could be used in future maps. Featured below is an image of the rack, and then a image of the model's current physic surroundings.

  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

  

Wire Spool Wood Spool Model Added

Two spools have been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the spools with normal mapping enable and disabled. After it is a image of each model's current physic surroundings.

  Gallery

  Gallery

  Below showcases the associated VTF, VMT, and Normal Mapping VTF files to the model's color mask:

  Gallery

  Gallery

  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

  

Other Models

New Truck Model Added

A new truck model has been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the car with normal mapping enable and disabled. Then includes the addition of the model's current physic surroundings.

  Gallery

  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:

  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

  

New Car Model Added

A new car has been added for the redesign to Inferno but could be used in future maps. Featured below is an comparison image of the car with normal mapping enable and disabled. Then includes the addition of the model's current physic surroundings.

  Gallery

  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:

  car003a_new.dx90.vtx

  car003a_new.mdl

  car003a_new.phy

  car003a_new.vmt

  car003a_new.vtf

  car003a_new.vvd

  car003a_normal.vtf

  

New Stone Texture Added for Inferno

A texture for stone materials for Inferno has been added for the redesign to Inferno but could be used in future maps. Featured below is an image of the texture:

  Below showcases the associated VTF color and VMT related files to the model's color mask:

  Gallery

  The following files have been added for this texture:

  infbaseb_new_color.vmt

  infbaseb_new_color.vtf

  infbaseb_new_normal.vtf

  

3 More Stone Wall Textures Added for Inferno

Three more stone materials textures for walls in Inferno has added for the redesign to Inferno but could be used in future maps. Featured below is images of the textures.

  Below showcases the associated normal mapping VTFs and VMTs related files to the model's color mask:

  Gallery

  

Updated Token Models Icons

The tokens for map contributors have been updated visually and the back-end structure of the tokens have been changed. The following shows an example of the updated models to the contributor's tokens:

  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:

  Gallery

  The following files were added for these tokens and icons:

  

Updated Roofbits VTF

The VTF file for the roof bits have been updated and now features a different texture. Comparison image is located below:

  Gallery

  

Updated Map Preview Images

Each map now has bigger resolution preview image due to the new loading screen system. All the preview images are identical to what they were before except for two of them.

  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

Updated UI Features

Many of the UI systems were updated to include the new features, fix bugs, or to give a different appearance

  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

Updated and New Strings

String updates relate to the back-end changes to Post Processing Setting related to the scopes

  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" "

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