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Closed Beta

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This is a sub-page of Proto:Counter-Strike: Global Offensive.

To do:
Buy menu differences.

The Closed Beta for CS:GO was originally supposed to release on October 2011, but was delayed to November 2011 due to feedback from VIPs who were privately invited to playtest the game. It has seen quite a lot of revisions up to the game's release on 21 August 2012, with the first being Build 1.0.0.44.

All Builds#

General#

Title Screen#

Initially, the closed beta used the same title screen as the PAX 2011 build (background randomization and all), but with less buttons and a message on the right indicating that it is indeed a beta. This was changed for 1.0.0.53 and onward.

Build 1.0.0.44

Later Builds/Final (Scaleform)

Final (Panorama)

Bot Profile Pictures#

The profile pictures for the bots are mugshots of the Phoenix Connection for Terrorist bots and GIGN for CT bots.

Ragdolls#

During the closed beta, a blood pool will form under a player's ragdoll shortly after dying. This behavior is inherited from Left 4 Dead 2.

Maps#

Initially, only two maps were playable in the beta: de_dust and de_dust2. Later revisions added more maps. They are identical to the final game.

Build 1.0.0.44#

Dated November 29, 2011. The first revision of the game's closed beta.

Sounds#

Title Screen Theme#

The startup theme is the track used for the Launch Trailer. According to the sound file's EXIF metadata, its real filename is "cs_trailer1_music_01-95". It was changed to the more well-known theme with build 1.0.0.53.

Prototype

Final

Weapons#

Only the P2000, Glock-18, Desert Eagle, UMP-45, M4, AK-47, AWP and SSG 08 are able to be used in this build, however all grenades are accessible.

Tec-9#

While the Tec-9 has a model and textures in this build, it is unable to be spawned in-game. However, it can be used if you import the script file from a later build.

w_smg_tec9.mdl
Present in the "models\weapons" folder is a world model for the Tec-9 called w_smg_tec9.mdl, suggesting that the Tec-9 may have been a SMG at one point in development.

Desert Eagle#

The Desert Eagle reuses the same animation set as the other pistols before being given unique animations in Build 1.17.0.0.

CSGOBeta-Deagle_animations.mp4

Build 1.0.0.46#

An internal test build, dating to 22 December 2011. While it is identical to most revisions, it still has some differences and unused content in it.

Unused Deathcam Music#

Eight experimental music tracks that were meant to be used for the deathcam feature. None of these tracks made it to the final game. The first track was used during Igromir 2011 as the music for when Terrorists win a round. These were supposed to be used with the "cl_try_deathcam_music" command in order to see which ones fit best in-game.

The EXIF metadata lists the author as "Valve Audio Research Group" and titles as "cs_deathcams_01-XX_XXX" where "XX_XXX" are numbers, for example: "cs_deathcams_01-01_001".

Graphical Differences#

Loading Background#

The widescreen loading background in Build 1.0.0.46 uses a screenshot of the then-unreleased Bank map in the background with an identical foreground, save for a gradient at the bottom.

Build 1.0.0.46

Later Builds/Final

Dust Loading Screen#

The loading screen for Dust has a unique design that is not seen anywhere else. During loading, it also shows orange rectangles marking the playable area.

Animation Differences#

SSG 08#

The SSG 08's first-person animations are slightly broken in Build 1.0.0.46.

Grenades#

The grenade animations in Build 1.0.0.46 are slightly different.

Unused Text#

game_sounds_music
This build's "game_sounds_music" file contains a soundscript for a "KnifeAction" event, which uses the regular round start music. What it was used for is unknown.

"Music.KnifeAction_001"
{
    "channel"    "CHAN_STATIC"
    "volume"     "0.45"
    "soundlevel" "SNDLVL_NONE"
    "pitch"      "PITCH_NORM"

    "wave"  "*music/001/startaction_b01.wav"    


    "soundentry_version" "2"
    "operator_stacks"
    {
        "soundentry_operator_data"
        {
            "track_data"
            {

                "start_point" "1.526"
                "track_name" "main"
                "sync_track_name" "main"
                "track_priority" "1"    
                "syncpoints"
                {
                    "syncpoints_1"
                    {
                        "7" "2.195"
                        "8" "4.39"
                        "8a" "6.585"    
                        "9" "8.78"
                    }   
                }
            }
        }

//          "prestart_stack" //replaces null.wav
//          {
//              "sync_track_syncpoints"
//              {
//                  "operator" "track_queue"
//                  "syncpoint_list" "syncpoints_1"
//              }
//          }
        "start_stack" //replaces null.wav
        {
            "delay_output"
            {
                "operator" "sys_output"
                "input_float" "-9.995"
                "output" "delay"
            }
        }
        "update_stack"
        {
            "import_stack" "CS_update_music_stereo"
            "volume_fade_initial"
            {
                "input_execute" "1"
                "input_min" "2.0"
                "input_max" "4.0"
                "input_map_min" "1.0"
                "input_map_max" "0.36"
                "default_to_max" "false"    
            }
            "volume_fade_out"
            {
                "input_max" "1.0"
            }
            
            "update_track"
            {
                "operator" "track_update"
            }
            "import_stack" "update_stop_at_time"
            "usat_stop_time"
            {
                "input2" "5.0"
            }
        }
    }
}

gamemodes
The gamemodes.txt file in this build contains an entry for the cut "de_embassy" map, however, most values present apart from map name are copied from Dust's entry.

"de_embassy"
{
"nameID"            "#SFUI_Map_de_dust"
"name"              "de_embassy"
"minplayers"        "10"
"maxplayers"        "10"
"extraspectators"   "2"
"imagename"         "map-dust-overall"
"t_arms"            "models/weapons/t_arms.mdl"
"ct_arms"           "models/weapons/ct_arms_st6.mdl"
"t_models"
            {
                "tm_leet_variantA"      ""
                "tm_leet_variantB"      ""
                "tm_leet_variantC"      ""
                "tm_leet_variantD"      ""
                "tm_leet_variantE"      ""
            }
"ct_models"
            {
                "ctm_st6"       ""
                "ctm_st6_variantA"  ""
                "ctm_st6_variantB"  ""
                "ctm_st6_variantC"  ""
                "ctm_st6_variantD"  ""
            }
"loading_layout"
            {
                "position"      "514.3 21.4"
                "size"          "563.1 565.0"
                "rotation"      "0"
                "startct"       "608.0 488.9"
                "startt"        "722.8 109.3"
                "buyct"         "803.4 527.7"
                "buyt"          "655.9 64.8"
                "hostage"       ""
                "hostagerescue" ""
                "bomba"         "852.2 309.7"
                "bombb"         "685.4 382.1"
            }
        }
        

Build 1.0.0.51#

Dated 15 February 2012. A later revision, with more maps and gear.

Sounds#

Team Selection Music#

The team selection music used in Build 1.0.0.51 and 1.0.0.52 is a remix of the "Stocking Up" freezetime music. It was changed in Build 1.0.0.53 to the theme we all know. This music is also used in internal build 1.0.0.46.

Build 1.0.0.51

Later Builds/Final

Patch Notes#

Game Design Issues:
- Changed QUICKMATCH default to competitive de_dust2.
- Added new maps to local match options: de_inferno, de_train, and de_nuke.
- Added new weapons: Nova shotgun, Bizon and MP7 SMGs.
- Created a CT-specific version of the Molotov: the incendiary grenade.
- Reworked starting cash and bonuses in Casual mode.
- Made kill cash awards weapon-specific: AWP pays out $50/kill ($25 in Casual Mode). CQB weapons pay out $900 ($450). The rest pay out the usual $300 ($150).
- Limited total number of grenades that can be carried at one time to three, each of a different type.
- Adjusted stamina penalties for jumping. It should be easier now to jump up to multiple objects in a row without getting exhausted.
- Changed weapon recoil cycle to be controlled by a recoil index which is incremented on each shot.
- Reduced movement penalty greatly when players are hit by friendly fire in casual mode.
- Implemented skill-based matchmaking system.

Map Issues:
- Reduced dust particle effects on de_dust and de_dust2. Initial dust fades out after about 20 seconds.
- Updated the nav mesh on de_Dust to improve bot pathing.
- Corrected the problem with the bomb being plantable below the ledge on bombsite B in de_dust.
- Fixed multiple issues with players being able to get to positions that should be inaccessable or non-visible in de_dust and de_dust2.
- Fixed problem with black lines appearing around helicopter in de_dust when helicopter is shot.
- Fixed several aesthetic issues and reported exploits on de_dust2.

Stat/Achievement Issues:
- Fixed a problem with the fun facts that could cause a claim of more than 100% accuracy for players.
- Fixed a bug that allowed players to earn the 'Lost and F0wned' medal while controlling a bot.
- Added FCVAR_CHEAT flag to the bot_kill command so it can't be used to earn medals
- Updated some medal icons and descriptions to reflect criteria for getting them better.
- Made players who controlled bots during a round ineligible for fun facts.

UI Issues:
- Fixed classic crosshair not showing up in first-person spectator mode.
- Fixed a bug that could cause chat spam when a player changes his/her name.
- Redesigned and repositioned the win panel to allow greater visibility of the game.
- Hid voice status and weapon panel when HUD is hidden.
- Added option in game settings that, when active, closes the buy menu upon purchase of an item.
- Redesigned the buy menu.
- Moved player team ID from crosshair to player.
- Expanded the chat window, making it easier to keep track of chat history.
- Changed the UI font for greater legibility.
- Made the chat lines behave like a Windows edit control.
- Added a scoreboard icon that indicates when a player is in the process of switching teams.
- Made music respond to volume slider.
- Made chat box disappear after ENTER is pressed.
- Fixed the 'pop' visible when the main menu appears when playing in 4:3 or 16:10 aspect ratios.
- Added COUCH and DESKTOP play distance options that control hud_scaling and viewmodel_fov convars.
- Fixed problem with not being able to switch from windowed to full screen mode.
- Removed crosshair spreading behavior when wielding the knife, grenades, or bomb.
- Made scoreboard title display correctly above scoreboard in standard def.
- Redesigned front-end screens, layouts, and scoreboard to reflect new look for CS:GO.
- Improved the messaging for when money is awarded or subtracted. HUD now shows additions and subtractions more clearly, and money events are also reported in chat.
- Fixed menus to render correctly in resolutions greater than 1920x1200.
- Fixed a bug in which the scoreboard could occasionally disappear.
- Added player avatars to the choose team screen.
- Fixed problem with UI tint resetting after the choose team screen was opened via the pause menu during a game.
- Fixed EDIT and CLEAR buttons on the settings screen sometimes not appearing correctly.
- Fixed bug in settings with the acceleration amount slider not resetting correctly when defaults are restored.
- Fixed incorrect audio feedback when mousing over empty rows in the settings screens.
- Fixed bug that could occur when binding keys in the settings screens, making it impossible to navigate away from the currently active field.
- Made the EDIT MIC option in the settings snap to the correct area of the controls screen.
- Fixed a case in which throwing a grenade or dropping a weapon and picking up another failed to display the new weapon on the inventory section of the HUD.
- Disabled left and right toggles on spectator UI when there's no one left to spectate.
- Added a separate icon for the CT-specific knife in the weapon select and death notification text.
- Fixed a bug in which remote players controlling a bot were showing up alive again on the mini-scoreboard instead of showing the bot as alive.
- Restricted team chat to team members only.
- Fixed some problems with the REBUY command that could result in purchasing items other than what you had purchased in the previous round.

Other issues:
- Fixed problem with two different pieces of music playing at the same time over the choose team screen after completion of a match.
- Added three new mixgroups to handle different weapon sound types.
- Restricted the round end warning music cue to playing only when a bomb has not yet been planted. If it's currently playing, it will stop once the bomb has been planted.
- Added new music cues for domination and revenge.
- Fixed series of bugs in which the wrong weapon was seen during a reload or weapon switch, resulting in odd-looking weapon poses.
- Fixed problem with camera stopping inside of players' heads during freeze cam.
- Fixed a bug that could cause the spectator camera to be placed halfway through the floor occasionally.
- Fixed excessive console spew.
- Fixed a crash that could happen when selecting a team without Steam running.
- Fixed hang on black screen when players attempt to connect to servers that forbid connection.
- Fixed crash that could happen while changing the video settings.
- Fixed blurry shadows on players who are walking or running.
- Fixed blood so it doesn't show brightly through the fog.
- Fixed the visors showing through smoke.
- Reduced issues with smoke grenade and fire volumes being visible through thin floors.
- Fixed some of the problems with weapons penetrating character geometry in third person.
- Addressed an issue which caused bots to shoot over players' heads often. The bots will likely feel more difficult now.
- Fixed aliasing artifacts caused by not using centroid sampling when MSAA is enabled. Some players may need to update their video card drivers in order to see the change.
- Fixed a bug that caused a player to show as alive briefly after being killed while controlling a bot. 

1

Build 1.0.0.53#

Dated 25 February 2012.

General#

Alert Pop-ups#

The alert pop-ups are now in a more rectangular design.

Prototype

Final

Sounds#

Round Win Music#

A new track for winning a round on the Terrorist side was added with this version. It was changed to a different track with Build 1.0.0.56.

Build 1.0.0.53

Build 1.0.0.56

Compared to the final game

Build 1.0.0.53

Final

Weapons#

  • The SG 553 reuses animations from 1.0.0.40.

Patch Notes#

Gameplay:
- Made Kevlar and helmet purchasable separately.
- Made defuse kits buyable.
- Based on pro feedback, fixed grenade spamming from the buyzone by limiting buy of one of each grenade type per round.
Maps:
- Fixed many instances reported in forums of players being able to access areas that should be inaccessible.
- Fixed several issues with transparent walls / other elements.
- Fixed a few instances of incorrect effects associated with materials (sparks on plastic, etc.).
- Fixed some problems with the bomb being able to float in mid-air after being planted.

AI:
- Made bots less prone to getting stuck in certain areas.
- Tuned bot difficulty. They should be initially less deadly now.

UI:
- Made international characters display correctly in the UI.
- Redesigned win panel and made it team-specific.
- Fixed bug that caused player ID chevrons to remain over dead players sometimes.
- Fixed bug that caused player ID chevrons to linger when the pause menu was up.
- Addressed many UI issues that could occur when playing the game in standard definition
- Fixed the screen resize options screen.
- Adjusted the bombsite markers on the radar for some maps to reflect their locations more accurately.
- Fixed issue that sometimes caused death notices to overlap with mini-scoreboard.

Audio:
- Added new music for the front end.
- Added new music for many in-game events.
- Fixed deathcam music playing twice in competitive mode.
- Addressed issue with front end music not stopping when playing via a CONNECT command
- Made some more adjustments to volume level of footsteps on various surfaces.
- Tuned ambience levels for all maps.

- Changed quickmatch to de_train 

2

Minor Patches#

Build 1.0.0.45#

A minor patch for the initial release, dated 3 December 2011.

Patch Notes#

- Fixed movement exploit
- Made movement more responsive per pro feedback
- Fixed an out-of-sync issue that was causing some players to get shot by invisible players
- Added mp_restartgame for competitive matches

3

Build 1.0.0.52#

A minor hotfix for Build 1.0.0.51.

Patch Notes

Per Community Feedback:
- Reduced recoil on all weapons
- Raised default sv_friction to 7 (Thanks, RegnaM)

- Changed quickmatch to de_inferno

4

Build 1.0.0.64#

Dated 31 March 2012.

Patch Notes#

- Fixed an issue which would cause the radio command menu to appear inappropriately
- Increased armor penetration of HE Grenades
- mp_c4timer and fps_max convars are now exposed 

Build 1.11.1.3#

A simple hotfix for Build 1.11.0.1, dated 20 April 2012.

Build 1.15.1.1#

Dated 16 May 2012.

Patch Notes#

• Fixed server crash when total number of player reaches 64
• Fixed issue with mouse cursor becoming non-visible after launching a game via the server browser
• Fixed UI crashes related to more than 10 players in a game 

MP5#

The cut MP5 can be found in this build of the closed beta as v_smg_mp5.mdl and w_smg_mp5.mdl in "models/weapons", the model was removed shortly after. The MP5SD released in August 2018 uses a different model and completely reworked animations.

Watch on YouTube

Build 1.16.1.0#

Dated 12 June 2012.

Patch Notes#

• Fixed missing bot chatter
• Fixed de_dust2_se.kv models
• Activated Play with Friends
Known issues with Play With Friends
- Private/public doesn’t seem to do anything.
- Invite item is disabled in pause menu but still possible from steam.
- Can’t invite players into lobby that aren’t already in the game. They will load the game but not be in the lobby, you will need to invite them again. 

References#


  1. https://store.steampowered.com/oldnews/7349↩︎
  2. https://store.steampowered.com/oldnews/7424↩︎
  3. https://store.steampowered.com/oldnews/6923↩︎
  4. https://store.steampowered.com/oldnews/7373↩︎