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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes Fixed a bug where certain custom maps would not load assets correctly on Linux Fixed some crashes relating to singleplayer TF2 SDK mods Fixed a memory leak on long running servers related to dynamic models Fixed client crash related to invalid D3D texture flag Fixed hearing teleporter spin sound when carried (community fix from Brandon Little) Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little) Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget) Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget) Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2) Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30) Fixed network state changes for player condition vars (community fix from ficool2) Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat) Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle) Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2) Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish) Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget) Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish) Fixed cloak and rage meters being mispredicted (community fix from ficool2) Fixed prediction issues with Spy watches and cloak (community fix from ficool2) Fixed Casual doors player list sometimes using wrong size (community fix from nemmy) Fixed missing alpha mask for generator_01 (community fix from BreavyTF2) Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29) Fixed Botkiller team color bugs (community fix from DiskIntegrity) Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode Updated the Festivizer model for The Overdose to fix a problem with the LODs Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin Updated/Added some tournament medals Updated The Bare Necessities to fix not moving correctly while taunting Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses Updated alpha channel for Hydro water texture to remove inconsistencies Updated the Case of the BluesUpdated rigging to fix intense stretching during taunt poses Updated materials to look less flatUpdated the taunt prop for Taunt: HeartbreakerUpdated the materials to add ambient occlusion Updated the phong and rim lighting to show albedo tint Updated the materials to add more depth Updated the model to fix missing faces Updated the model to fix stretching on lower LODsUpdated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy) Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1 Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy) Updated koth_demolitionUpdated map lighting to make it more like a sunset, as well as giving it a more golden color Replaced the models used for the capture point lights with a different one which has better collision and illumination Reworked the capture point platform to give it a stronger design Reworked all the catwalks to give them a more stylized look Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look Reverted a previous change to the capture point team change steam whistle Removed all ambient_generics near the furnaces and fire pipe Reworked the soundscapes to make them more efficient and work properly Reworked the control room of the crane to give it a better design Reworked some ropes from the crane to give them a better look Fixed some props fading out incorrectly Fixed ships in the 3d skybox casting shadows Fixed cubemaps missing on parts of the map Fixed reflective surfaces not having a cubemap attached to them Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe) Improved water cubemaps Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz) Improved the visuals on the spawn platform to fit the previous change Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)Ver el artículo completo
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\[ MISC ] Starting today, items listed for sale on Steam Community Market will remain in your inventory for use while they are listed (e.g., your weapon can be equipped in your loadout while it is listed). While listed, items cannot be consumed or modified. You can cancel your listings at any time. Added ability to set your max offer limit for items in the Terminal, and the Arms Dealer will only show offers up to that limit. Fixed a slight tilt in the chicken running animation. \[ MAPS ] Inferno Balcony at Bombsite A has been extended. Graveyard at Bombsite A has been closed to the public. Clipping adjusted at small window next to Second Mid Balcony. Warden Updated to the latest version from the Community Workshop (Update Notes) Sanctum Updated to the latest version from the Community Workshop (Update Notes) \[ MAP SCRIPTING ] Added hitEntity to OnBulletImpact event data Added Entity.GetAbsAngularVelocity() Added Entity.GetLocalAngularVelocity() Added angularVelocity to Entity.Teleport() Added CSWeaponBase.GetClipAmmo() Added CSWeaponBase.SetClipAmmo() Added CSWeaponBase.GetReserveAmmo() Added CSWeaponBase.SetReserveAmmo() Added CSWeaponData.GetMaxClipAmmo() Added CSWeaponData.GetMaxReserveAmmo() Fixed missing CSPlayerPawn.IsDucking() Fixed missing CSPlayerPawn.IsDucked() Fixed a bug where JUMP wouldn't trigger for WasInputJustPressed() and WasInputJustReleased() if the press didn't cross a tick boundary. Fixed a bug where Entity methods GetEyePosition(), GetEyeAngles(), GetHealth(), GetMaxHealth(), and SetMaxHealth() would only work on CSPlayerPawns. Ver el artículo completo
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[ SCRIPTING DE MAPAS ] Se añadió Instance.SetSaveData. Se añadió Instance.GetSaveData: Los mapas del Workshop pueden almacenar hasta 1 MB de datos guardados. El almacenamiento del Workshop utiliza Steam Cloud y los datos no se pierden al volver a instalar el juego. El límite del tamaño de los datos guardados puede configurarse con sv_workshop_map_save_data_max_filesize_mb. Se añadió Instance.OnModifyPlayerDamage: Se utiliza una vez que se han calculado todas las propiedades de daño, justo antes de que se modifique el blindaje y la salud. Sustituye Instance.OnBeforePlayerDamage. Incluye el parámetro hitGroup en los datos del evento. Se añadió el parámetro hitGroup a los datos del evento OnPlayerDamage. Se añadió CSDamageFlags.IGNORE_ARMOR. Se añadió CSPlayerPawn.IsInputPressed. Se añadió CSPlayerPawn.WasInputJustPressed. Se añadió CSPlayerPawn.WasInputJustReleased. Se añadió la enumeración CSInputs. Se corrigió un error por el cual CSDamageTypes se exportaba con el nombre CSDamageType. [ MISCELÁNEA ] Ahora, las guías del mapa de «de_ancient» pueden usarse en «de_ancient_night», y viceversa. Ver el artículo completo
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[ MISCELÁNEA ] Se solucionó un problema de rendimiento que afectaba principalmente a los usuarios de Windows 10 con unidades CPU de Intel recientes. Se corrigió un caso en el que la opción del inventario «Eliminar artículo» no funcionaba. Se corrigió un defecto visual que se producía al utilizar miras físicas en unidades GPU de AMD. Se amplió la lista de variables de la consola que se pueden cambiar mediante complementos. [ MAPAS ] Overpass Se corrigieron los globos del parque superior. Ver el artículo completo
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[ MISCELÁNEA ] Se realizaron cambios en el texto y el código de localización. Ver el artículo completo
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\[ MISC ] Fixed a case where switching firstperson spectator targets would cause viewmodel animations to reset. Fixed a case where physics calculations far from the origin were causing performance issues. \[ MAPS ] Anubis Adjusted player clipping around new drop. Adjusted grenade clipping around connector (e-box :P) hole and old drop. Poseidon Updated to the latest version from the Community Workshop (Update Notes) Ver el artículo completo
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[ JUGABILIDAD ] El daño causado por las granadas AE que explotan en el aire cerca del suelo ya no se calcula como si hubieran explotado en el suelo. [ SONIDO ] Se realizaron varios ajustes en los sonidos de los cuchillos. [ MISCELÁNEA ] Se optimizó el rendimiento de los pollos que explotan. Se corrigió un fallo del scripting de los mapas por el que Entity.SetOwner no podía estar sin definir. Se añadió un método para que los mapas de la comunidad guarden los ajustes modificados por el usuario. Al ejecutar host_writeconfig_with_prompt, se solicita permiso al usuario para guardar. Si el usuario accede, algunos de los ajustes modificados (radar, modelo en primera persona, zonas seguras, etc.) se conservan al cerrar el mapa. Ahora, los mapas de la comunidad están restringidos a una lista más pequeña de comandos de la consola permitidos. [ MAPAS ] Stronghold Se actualizó a la versión más reciente disponible en el Workshop de la comunidad (notas de la actualización). Ver el artículo completo
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\[ GAMEPLAY ] Molotov/incendiary grenades that bounce off an enemy player have a one-time fuse extension added to prevent them from air-bursting when their has-never-hit-the-world timer elapses. \[ SOUND ] Fixed a performance issue when running CS2 without a sound device. Various knife sound adjustments. \[ MISC ] Fixed broken cl_ent_bbox visualization for some classes of rigid dynamic entities. Various stability improvements. \[ MAPS ] Nuke Adjusted hanging hard hat model render bounds to prevent shadow popping when model exited the view frustum. Warden Updated to the latest version from the Community Workshop (Update Notes) Sanctum Updated to the latest version from the Community Workshop (Update Notes) Ver el artículo completo
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[ JUGABILIDAD ] Ahora, la velocidad vertical de aterrizaje afecta a las penalizaciones de velocidad de aterrizaje de forma similar a la resistencia de sv_legacy_jump. [ MISCELÁNEA ] Se corrigió un problema que hacía que un número reducido de usuarios recibiera por error un bloqueo por VAC. Esos bloqueos se han anulado. Se corrigió un caso en el que no se aplicaba la configuración de la zona segura del HUD. Se implementaron varias mejoras en la estabilidad del servidor. [ MAPAS ] Anubis Se corrigió un caso en el que los objetos dinámicos interactuaban con varios volúmenes de agua convexos superpuestos. Se realizaron varios ajustes en las colisiones de los jugadores. Se actualizó el minimapa del radar para que coincida con los cambios recientes. Ver el artículo completo
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Premier Season Four is here, and it brings a host of community content, in-game items, gameplay tweaks, and bug fixes along with it! Anubis is back after a short vacation, and has several gameplay adjustments to show for it. The release notes have the full story, but let's just say it's good news for fans of holes. There have also been a couple of minor adjustments to SMGs, so if you've been waiting to add the MP7 or MP5-SD to your loadout, now is your time. Speaking of which, it's time to start working toward your Season Four Medal. As before, the color of your medal will correspond to the highest CS Rating achieved during the season, and the bars will reflect your total wins, with one bar for every 25 (up to five bars). To be eligible for a medal, you'll need an account in good standing, 25 Premier match wins, and an active CSR at the end of the season. Community MapsWith the new season comes a new set of community maps. From the winding paths of Stronghold to the active volcano of Sanctum, each map brings a ton of character and gameplay ideas to the table. Stronghold, Alpine, and Warren can be found in Competitive, Casual, and Deathmatch modes, while Poseidon and Sanctum are available in Wingman. Weekly Care PackageToday we are introducing two new collections to your weekly care package. One has color and the other one does not. We'll let you figure out which is which. LTD EditionThe armory also has a new entry--the AK-47 | Aphrodite. With mother-of-pearl accents and amber patina, this entry varies in both wear and pattern: Ver el artículo completo
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\[ PREMIER ] Premier Season Four has begun Added Anubis to the Active Duty Map Pool Removed Train from the Active Duty Map Pool \[ COMPETITIVE ] Adjusted underlying per-map competitive matchmaking rank values. Existing per-map competitive Skill Groups have been expired, and will be displayed again once the player obtains the required number of wins \[ GAMEPLAY ] Minor adjustments to the MP7 and MP5-SD: Slightly increased damage Slightly reduced damage fall-off Reduced price by $100. Reduced price of the PP-Bizon by $100. Jump changes: Landing time is now calculated with subtick precision Jumping and landing no longer affect stamina. The landing speed penalty is now a simple function of landing time Any jump press within sv_bhop_time_window centered on the landing time that hasn't been penalized by sv_jump_spam_penalty_time will be treated as a successful bunnyhop Legacy jump behavior can be restored on private servers with sv_legacy_jump Map Guides can now be loaded in online games of casual and retakes (via the ESC menu) \[ SOUND ] Reduced audio output latency Higher fidelity knife draw and inspect sounds Weapon, knife and utility draw sounds no longer overlap when switching quickly between them Knife impact sounds are now unique based on primary fire or alt fire swings as well as front and rear attacks. This reflects the different damage amounts dealt with each attack Ambient sounds no longer restart from the beginning when transitioning between zones \[ WEEKLY CARE PACKAGE ] Added two all-new weapon collections to the Weekly Care Package drop list: Harlequin, Achroma Removed four weapon collections from the Weekly Care Package drop list: Safehouse, Dust 2, 2018 Nuke Collection, and the 2018 Inferno Collection \[ ARMORY ] Added a new Limited Edition Item: the AK47 | Aphrodite \[ MISC ] Increased material fidelity on some of the base guns: Ak47 Aug AWP Berettas Deagle Galil Mac-10 MP7 P250 Tec9 USP-S Bizon Cz75a Famas MP9 Changed voice status behavior to always show a mic for local player if mic is open Fixed a bug related to Deathcam intersection Fixed some cases where the player would collide with internal edges while sliding along a ramp in surf mode Improved the resolution of the PVS for some static level geometry Fixed some small interpenetrations in Butterfly Knife animations Fixed a case where blood decals weren't appearing \[ MAP SCRIPTING ] Fixed a bug where activator was sometimes incorrect for func_door outputs OnOpen, OnFullyOpen, OnClose, and OnFullyClosed Added BaseModelEntity.GetModelName Added BaseModelEntity.GetModelScale Added BaseModelEntity.GetColor Added BaseModelEntity.IsGlowing \[ MAPS ] Removed community maps: Golden, Palacio, Agency, and Rooftop from all game modes Added community maps Warden, Stronghold, and Alpine to Competitive, Casual, and Deathmatch modes Added community maps Sanctum and Poseidon to Wingman mode Anubis Bridge drop moved near Mid Doors Mid doors orientation reversed Hole added between E-box and Back of B Bombsite A crates moved up steps on to Walkway Scaffolding added to pillar on Bombsite A Ver el artículo completo
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An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Team Recognition Unusual effect to fix a console warning Updated The Fists of Steel to use the RED team version for the backpack image Updated backpack images for Festivized versions of The Killing Gloves of Boxing, The Gloves of Running Urgently, The Apoco-Fists, and The Fists of Steel Updated 2koth_abbey to fix the Engineer being able to build in the respawn room rafters Updated cppl_gavleSignificant optimization pass, especially around the first point Fixed a large number of small visual issues Fixed some clipping issues/ bugs around the mapUpdated pd_nutcrackerFixed out of bound exploit at BLU spawn Adjusted clipping outside of RED spawn Fixed misaligned fence prop in BLU lounge Added nobuild to middle route on both sides Removed steps from Pipe rooms and adjusted clipping Minor detailing and clipping adjustments Fixed Nutcracker voice being cut off at start of roundVer el artículo completo
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The StarLadder Budapest Major capped off an incredible 2025 for Team Vitality, who won their second consecutive Major Championship and the organization's third overall. Coming into the Grand Finals against FaZe Clan, Team Vitality had not lost a map in the Playoffs, defeating The MongolZ and Team Spirit 2-0. After losing the opening map, Team Vitality won the next three on Dust II, Inferno, and Overpass to take the series 3-1 in Counter-Strike's first ever best of five Grand Finals. Today we are releasing the Budapest Champions Autograph Capsule, featuring Paper, Embroidered, Holo, and Gold stickers autographed by one of the players from Team Vitality. Congratulations again to Team Vitality, champions of the StarLadder Budapest Major and both Major Championships in 2025!Ver el artículo completo
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\[ MAJOR ] Champions Autographs Capsule is now available for purchase, congratulations to Team Vitality! Highlight Souvenir Packages can now be acquired for the Playoff matches. Ver el artículo completo

