CS:GO fixes day-old hitbox issue and crouch spam in first public beta balance patch | PCGamesN

CS:GO fixes day-old hitbox issue and crouch spam in first public beta balance patch

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A new beta install branch of Counter-Strike: Global Offensive is available for players to test new patch changes, beginning with fixes to a hit registration bug reported only 24 hours beforehand.

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The prerelease patch is available to download from Steam if you have opted into beta depots, and fixes a lag compensation issue affecting server-side hitboxes on some players.

The hitbox issue had only been reported yesterday, making this one of the fastest turnarounds on a bugfix the CS:GO team at Valve has ever accomplished. This, coupled with the hopefully standard issue of rolling out public tests of proposed changes should help allay fears within the community that the developer doesn't care about their shooty bangs.

Also fixed in the patch will be a few long-standing issues with third-person player model positioning not matching up with the first person view, such as when landing from a fall. Attached to this is the often annoying exploit of crouch spamming, where a system to slow down repeated crouches wasn't quite preventing players from peeking excessively over cover. The fix should now stop people playing whack-a-mole while you're trying to snipe them, huzzah!

There's no release date for the full client push of this patch yet but if you don't want to mess around with beta depots you can see the full list of changes below.

CS:GO Pre-Release patch notes

Gameplay changes

  • The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
  • When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
  • If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
  • Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
  • The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
  • First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
  • Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.

Miscellaneous changes

  • Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
  • Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.

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