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This is a living document. It may be updated over time. If significant revisions occur, a new thread will be created and this post will be replaced with a link to that guide.
So, about ten days ago I discovered that the native seated VR support in some Valve games isn't as broken as people thought. And after over 30 cumulative hours of testing and writing documentation, around ten Windows reinstalls, and a lot of headset juggling, I've come up with the following: a universal guide to play most of Valve's old VR-supported games.
The advantage of this over something like VorpX is that it has decoupled headlook - you can aim your weapon independently of the direction you're looking in. It also doesn't risk you getting VAC banned in TF2 or HL2DM, which VorpX might since it's basically a hack. And yes, it also has full 6DOF movement (rotational and positional), so PLEASE stop asking.
Games with '†' next to them work with the Novint Falcon, a haptic controller Valve experimented with before working on VR.
Confirmed working on Valve Index, Oculus Link, and Samsung Odyssey+ with:
  • † Half-Life: Source (NOT Black Mesa)
  • † Half-Life 2
  • † Half-Life 2: Deathmatch
  • † Half-Life 2: Episode One
  • † Half-Life 2: Episode Two
  • † Half-Life 2: Lost Coast
  • † Half-Life 2: Update
  • † Team Fortress 2
Confirmed working on Valve Index:
  • Half-Life VR (HL2 Razer Hydra mod for SDK Base 2013)
  • Half-Life VR: Episode One (HL2:E1 Razer Hydra mod for SDK Base 2013)
  • Half-Life VR: Episode Two (HL2:E2 Razer Hydra mod for SDK Base 2013)
Not working:
  • † Half-Life Deathmatch: Source - Has VR console commands including 'vr_activate' but 'Virtual Reality Mode' menu does not appear in settings; might work if it could be forced on?
  • † Day of Defeat: Source - Has VR console commands including 'vr_activate' but 'Virtual Reality Mode' menu does not appear in settings; might work if it could be forced on?
  • † Counter-Strike: Source - Has VR console commands including 'vr_activate' but 'Virtual Reality Mode' menu does not appear in settings; might work if it could be forced on?
  • Counter-Strike: Global Offensive - VR mode not present
  • † Portal - VR mode partially removed from engine and non-functional
  • Portal 2 - VR mode not present
  • Left 4 Dead - VR mode not present
  • Left 4 Dead 2 - VR mode not present
Irrelevant but included for completeness, not working:
  • Dota 2 - Only VR support is the 'Dota 2 VR Hub', which is entirely broken beyond the starting scene
  • Artifact - Contains VR code, seemingly related to Half-Life: Alyx (console commands mention 'HLVR'), when forcing VR via launch flag, game launches to a black screen both in desktop and in HMD
  • Dota Underlords - Contains VR code, seemingly related to Half-Life: Alyx (console commands mention 'HLVR'), when forcing VR via launch flag, game launches in a broken state on desktop, and to a black screen in HMD
Notes:
MAY work with some Source SDK Base 2013 mods. Your mileage may vary, and you may need to use the 'SPECIAL TEAM FORTRESS 2 PREREQUISITE INSTRUCTIONS' below.
DO NOT attempt this with Black Mesa or any other game that significantly overhauls the Source Engine - at best it will not work, at worst it will crash immediately on startup until you entirely reinstall Windows. Yes, that happened once while testing.
Additionally, some games may render without a crosshair (looking at you, HLVR mod and Episode Two). This is fixed by entering 'crosshair 1' in the console.
Finally, for Methods One, Two, and Three, you may find that your target minimum resolution is not 1440p as given in the guide - this is simply the resolution that worked for me, but I believe that it might be different depending on your HMD resolution. Feel free to experiment.
Prerequisites:
For each game that you wish to play in VR, create an autoexec.cfg file if one does not already exist (you can look up how to do this) and add the following lines:
vr_translation_limit 1000
bind v vr_reset_home_pos
DO NOT add 'vr_translation_limit 1000' if attempting to play the 'Half-Life VR' mod.
SPECIAL TEAM FORTRESS 2 PREREQUISITE INSTRUCTIONS:
  1. Right-click Team Fortress 2, and click Properties
  2. Add '-vr' to launch options
  3. This should make 'Virtual Reality Mode' appear in the game's settings when you open 'Options'. If it does not, try unchecking 'Use Desktop Game Theatre while SteamVR is active', and then opening the game once while SteamVR is open and closing it (you may have to force it to close).
  4. As the 'Activate Virtual Reality' button is missing from the new menu, when you get to that step, enter 'vr_activate' into the console

Whick method to use?

  • If you have an Oculus headset, try Method One first, then Method Two
  • If you have a WMR headset, use Method One if you have Revive's OpenXR support working. If you don't or if you don't know what that is, use Method Two
  • If you have a WIRED Vive or Index, USE METHOD FOUR. It is the best way to play with the least downsides or compromises.
  • If you have a WIRELESS Vive, you must use Method Three
  • If you have a Pimax or a Vive Cosmos, I have no idea, Method Four MIGHT work? If it doesn't, Method Three should.

Method One (Oculus)

Notes:
I could not get this to work with WMR. However, if you can get Revive's OpenXR support working, this is the way to go. Method Two (the 'Oculus/WMR fallback') has hitching problems when you move your head that make it hard for me to recommend it over this one.
Unfortunately however, Method One has drawbacks as well that make it not usable on certain headsets due to the way the game reacts to different setups. I am going to be beta testing a program called 'Desktop Portal' that should fix these issues, and if so, I will post a new guide that unifies Method One and Method Two into a single solution using Desktop Portal.
Please note this method will result in anywhere from negligible (when I tested on Oculus Link) to unfortunately significant but still playable (when I tested Method Two on Samsung Odyssey+) resolution loss depending on your setup and how the Source engine reacts to it. Please also note that this method for some reason results in occasional dropped keyboard inputs in-game.
Untested: using a controller instead of a keyboard might fix dropped inputs?
Requriements:
  • An Oculus VR headset (WMR may work, see above, ymmv)
  • Virtual Desktop (Oculus Store version)
  • Either a 1440p monitor or the ability to use DSR (Nvidia) or VSR (AMD)
  • A high refresh rate monitor
Steps:
  1. Set your desktop resolution to 1440p, or as close to it as you can (but no lower). If you cannot do this, enable 'DSR' (Nvidia) or 'VSR' (AMD), which will allow you to run the Windows desktop at a higher resolution via supersampling
  2. Set your VR headset and your monitor to the same refresh rate. Unfortunately, this does mean you need a high refresh rate monitor for this method. If your monitor doesn't have a mode that lets it match your HMD's framerate, use CRU or your GPU dettings to create one, AS LONG AS it is below your monitor's native framerate. I will not detail how to do this, as it is outside the scope of this guide.
  3. Add 'fps_max (your HMD's framerate + 1)' to your autoexec.cfg file, and '-freq (your HMD's framerate)' to your game's launch options (right-click in Steam, properties, set launch options)
  4. Set up SteamVR if you haven't yet, and if you are using a WMR headset, the 'Windows Mixed Reality for SteamVR' translation layer
  5. Start Virtual Desktop (Oculus Store version, NOT SteamVR)
  6. Open the game you wish to run in VR, WITHOUT starting SteamVR, with your VR headset plugged in
  7. Go to Options -> Video, and set 'Virtual Reality Mode' to Enabled. You will seem to exit the game either after clicking Options or clicking Enabled - it is still open. Alt-tab back to it.
  8. Click 'OK' on the popup, and click 'OK' on the options menu. The game should go into Windowed Mode, and SteamVR should have opened. Disregard the message about having to restart the game.
  9. Click 'Activate Virtual Reality'
  10. Alt-tab back into the game, if necessary
  11. If the game fills your entire monitor, close it and increase your ddesktop resolution. Repeat until the game DOES NOT fill your entire monitor after activating VR mode. If you cannot increase your desktop resolution any further, turn on DSVSR in your video card settings.
  12. Your screen should look something like this: https://i.imgur.com/bjH4PEU.png - note the size of the black box will vary based on your HMD.
  13. Click 'Options' (the sixth pixelated line of text), and then click 'Video' (the last tab on the window for singleplayer games, and the third from the right in multiplayer games).
  14. Click the middle-left dropdown, and select the middle option
  15. Click the top-left dropdown, and select the lowermost option. You may have to scroll down.
  16. Click 'OK' (the leftmost button on the very bottom of the window)
  17. Now for the fiddly part... Start a new game. If everything works, you should have a display that looks like this: https://i.imgur.com/a6oyNjI.jpg - ignore the black bar in the middle, it will be outside your field of view in-game. Do note that as with the prior image, the size of the game window will vary, as will the thickness of the black border around it, depending on your headset.
  18. If it does NOT look like that (only one eye rendering, part of the right eye cut off, etc), go back into Options and play with the resolution until you find one that works. I find only 16:9 resolutions 2560x1440 or above work, everything else either has broken rendering or no rendering at all. When you change the resolution, the window size will not hcange, but the size of the game relative to the window will. Your goal is to minimize the size of the black border while still rendering in proper stereo 3D.
  19. OPTIONAL: Go into settings and disable VR Mode (DO NOT click 'Deactivate VR Mode' in the main menu!). This MIGHT result in a resolution bump, and is worth trying at least once.
  20. In Virtual Desktop, set 'Screen Curve' to 0%, check 'Full SBS', 'Head Lock', and 'No Delay', and uncheck 'Motion Controls'
  21. Alt-tab into your game, then press the Oculus button on your right Touch controller, and select Virtual Desktop to switch back to Virtual Desktop from SteamVR. Repeat until it sticks, and you have the game in view in your HMD.
  22. NOTE: If the game window does not fill your screen (a small border on the edge is OK as with my testing with Oculus Link in my experience as long as you can't really see it in the HMD), or you notice visual anomalies related to the position of your eyes, please use Method Two. You can attempt to manually reposition the viewport by re-enabling motion controls in Virtual Desktop and using the grip button, but this is likely to cause sim sickness.
  23. You're done! Play the game!

Method Two (Oculus/WMR fallback)

Notes:
This method is the only way I could personally get it working with WMR, however it comes with serious frame hitching due to problems with OVRDrop. I am going to be beta testing a program called 'Desktop Portal' that should fix this issue, and if so, I will post a new guide that unifies Method One and Method Two into a single solution using Desktop Portal.
Please note this method will result in anywhere from negligible (when I tested on Oculus Link) to unfortunately significant but still playable (when I tested on Samsung Odyssey+) resolution loss depending on your setup and how the Source engine reacts to it. Please also note that this method for some reason results in occasional dropped keyboard inputs in-game.
Untested: using a controller instead of a keyboard might fix dropped inputs?
Requriements:
  • An Oculus or WMR VR headset
  • OVRDrop
  • Either a 1440p monitor or the ability to use DSR (Nvidia) or VSR (AMD)
  • A high refresh rate monitor
Steps:
  1. Repeat all steps from Method 1 EXCEPT starting Virtual Desktop, up until (but NOT including) the step that starts with 'In Virtual Desktop'
  2. Now, open OVRDrop. Set the menu in the far lower left (red, should say 'World') to 'Screen', and select the game window with the red dropdown in the far upper-left. Set the framerate (red menu that says '60FPS') to the native framerate of your HMD, or 'Unlimited' if your native framerate isn't listed.
  3. Click 'Additional Settings', and check 'Content is Side By Side'
  4. There are six sets of sliders in the lower left. Set the leftmost three to '0, 0, 0.4' (the third number might vary based on your headset, but these numbers worked for me on Samsung Odyssey+ and Oculus Link)
  5. If you have a black border between the viewport and the edge of the Half-Life 2 window, find the number of pixels wide the right-side border is and the number of pixels tall the bottom border is.
  6. There are four text boxes with white borders in a diamond shape to the right of the red box where you selected the game window. Enter the number of pixels thick the right border is as a negative number in the right-side textbox, and the number of pixels thick the bottom border is as a negative number in the lower textbox. For example, if I get a 621px wide border on the right, and a 364px tall border on the bottom, I enter -621 and -364. Make sure you click out of the text box, but still within the OVRDrop window, after entering the number, or the setting will not apply.
  7. A note, you will see your regular desktop cursor in OVRDrop. THIS IS NOT YOUR CURSOR. Keep fiddling your mouse around until you see a gray cursor with a white outline. THIS is your cursor.
  8. You're done! Play the game!

Method Three (Lighthouse method one)

Notes:
This method has all the same drawbacks as Method Two, however it is somewhat easier to implement than Method Four. However, I do recommend Method Four, as it fixes all said issues.
Requirements:
  • A Lighthouse-tracked VR headset (or any other headset that has an Extended Mode)
  • OVRDrop
  • Either a 1440p monitor or the ability to use DSR (Nvidia) or VSR (AMD)
  • A high refresh rate monitor
Steps:
  1. Follow Method Two, except immediately after clicking 'Activate Virtual Reality' / entering 'vr_activate' into the console, enter 'vr_distortion_enable 0' into the console.
  2. Follow the rest of Method Two
  3. You're done! Play the game!

Method Four (Lighthouse method two)

Notes:
This method is somewhat difficult to set up due to requiring you to navigate the Windows desktop using the HMD as a monitor. However, it provides the best possible experience. It will render at your native HMD resolution, does not require a high refresh rate monitor, has no frame hitching, and does not have issues with dropped keyboard inputs.
PLEASE NOTE, VIVE WIRELESS DOES NOT ALLOW FOR EXTENDED MODE. PLEASE USE METHOD THREE.
WARNING: One user with a Vive that had previously been bricked and repaired reported their Vive bricking again after being put in Extended Mode. Do not use this method if your HMD has ever exhibited hardware faults that prevented it from working.
Additionally, due to issues with the distortion filter Source uses, Method Four may cause eye strain or discomfort in some. This may be fixable, but would need to be done per HMD model. I do not have the time or knowledge necessary to do this, but maybe someone else will. In the meantime, use Method Three, and if you find the stuttering unbearable, wait until I can test Methods One through Three with Desktop Portal.
Requirements:
  • A Lighthouse-tracked VR headset (or any other headset that has an Extended Mode, as long as when you activate VR Mode, the game applies barrel distortion / chromatic aberration)
Recommended but not needed:
  • DisplayFusion
Steps:
  1. Put your headset into Extended Mode
  2. Using your monitor settings, set your HMD as your primary monitor
  3. If using DisplayFusion, do the following (this will make it easier for you to move windows off of the HMD and back onto your monitor if necessary):
    1. Allow it to disable the Windows Taskbar and use its own taskbar
    2. Right-click your desktop and open DisplayFusion Settings
    3. Go to 'Taskbar' on the left-side menu, and set 'Taskbar Mode' to 'All taskbars show all windows'
    4. Go to 'Alt+Tab' on the left-side menu, and change the dropdown menu to 'SHow on All Monitors, Show All Windows'
  4. Start the game
  5. The following must be done IN-HMD, with SteamVR CLOSED (if SteamVR is open, the game will crash. If your HMD is off (due to closing SteamVR), unplug and plug it back in):
    1. Go to Options -> Video, and set 'Virtual Reality Mode' to Enabled. You will seem to exit the game either after clicking Options or clicking Enabled - it is still open. Alt-tab back to it.
    2. Click 'OK' on the popup, and click 'OK' on the options menu. The game should go into Windowed Mode, and SteamVR should have opened. Disregard the message about having to restart the game.
    3. Click 'Activate Virtual Reality'
    4. Alt-tab back into the game, if necessary
  6. You're done! Play the game!

Bonus fun: Half-Life VR mod!

Notes:
This is the old 'Half-Life VR' mod for HL2, Episode One, and Episode Two, which adds Razer Hydra controls. It ONLY works with Lighthouse-tracked hardware, being a variant of Method Four. Methods One through Three DO NOT work, as the menu UI is rendered as part of the environment, and thus does not render. Since you cannot change the display resolution in this state, this is unfixable.
Requirements:
  • A Lighthouse-tracked VR headset (or any other headset that has an Extended Mode, as long as when you activate VR Mode, the game applies barrel distortion / chromatic aberration)
  • A Razer Hydra
  • v1.4.0 of the Half-Life VR mod - this link is slow but it DOES work
Recommended but not needed:
  • DisplayFusion
Steps:
  1. Go into the properties for 'Source SDK Base 2013 Singleplayer', and switch to the 'Upcoming' beta
  2. Right-click the Razer Hydra tray icon on your taskbar, and click 'Close tray icon'
  3. From here, follow Method Four
  4. You're done! Play the game!
submitted by TheYadda to ValveIndex

9

Everything we know about the Inferno remake (+ some speculation for the release date)

As many of you know, on 21st of April 2016. Inferno was removed from the Active Duty map group.This means that the map will not be played on any professional tournaments.This led to many people believing that the map will be remade like the other removed maps (e.g. Train and Nuke ). In this post you will see why,how and when will the inferno remake happen.
Let's first see why is this happening.
If we compare all the maps that are being remade, we will see that there is one big thing that all of the maps have in common. All of the maps are a carbon copy from Counter-Strike: Source.
You can see for yourself:
You can see more comparisons here. As you can see, if we follow the trend here, Valve seems to be remaking only the maps that are outdated for CS:GO. It is only logical that they would do this to keep the game up to date and fresh.
How do we know if this remake is happening at all?
If we look in the game files we will find some interesting things. Since the re-release of train on the 10th of December 2014. there have been some new additions to the CS:GO SDK. This concrete texture and this model was added. If we look at both of the names we can spot something:
  • concrete/hr_c/inferno/concrete_a
  • models/props/de_inferno/hr_i/clothes_a/clothes_c.mdl
As we can see they both have a hr prefix and are referencing Inferno. Previously remade maps also have a hr prefix.
On the 17th of February 2016. Wildfire update released with the remade Nuke. In that update new Inferno stuff was added to the CS:GO SDK. Here is a list of the added inferno stuff:
  • +materials/brick/hr_brick/inferno/flagstone_d.vmt CRC:0053c50d1e size:325
  • +materials/brick/hr_brick/inferno/flagstone_d_blend.vmt CRC:008f89e460 size:772
  • +materials/cobblestone/hr_c/inferno/cobblestone_a.vmt CRC:0053bf5a2b size:693
  • +materials/cobblestone/hr_c/inferno/cobblestone_a_blend3.vmt CRC:00270a539b size:994
  • +materials/cobblestone/hr_c/inferno/cobblestone_c.vmt CRC:00877b3950 size:660
  • +materials/plastehr_p/inferno/plaster_a_blend.vmt CRC:006a1d73e8 size:1190
  • +materials/plastehr_p/inferno/plaster_b_blend.vmt CRC:00766a46d1 size:723
  • +materials/plastehr_p/inferno/plaster_e_blend.vmt CRC:00f4b7a0d0 size:557
  • +materials/plastehr_p/inferno/plaster_g_blend.vmt CRC:00f8cb0f07 size:783
  • +materials/plastehr_p/inferno/plaster_i.vmt CRC:00b44f1550 size:291
  • +materials/plastehr_p/inferno/plaster_i_blend.vmt CRC:001dbe9520 size:557
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a.dx90.vtx CRC:0085903057 size:102833
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a.mdl CRC:002aeb3724 size:2076
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a.phy CRC:0024167449 size:3689
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a.vvd CRC:006009af17 size:431616
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_medium.dx90.vtx CRC:00de4df9e0 size:102833
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_medium.mdl CRC:00006a1b5c size:2092
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_medium.phy CRC:00d98273be size:3689
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_medium.vvd CRC:000c1f562b size:431616
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_skybox.dx90.vtx CRC:0066888414 size:102833
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_skybox.mdl CRC:0022727612 size:2092
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_skybox.phy CRC:00729ca833 size:2998
  • +models/props/de_inferno/hr_i/cypress_a/cypress_a_skybox.vvd CRC:003d0fc83c size:431616
This is how all these models and textures look in game
Recently, on the 15th of June 2016 there was another addition to the game files. Update was added to sound manifest files references to Inferno, strangely, they do not exist. Folder is clearly labelled as "inferno".
  • sound\ambient\inferno\bees_01.wav
  • sound\ambient\inferno\bees_02.wav
  • sound\ambient\inferno\church_01.wav
  • sound\ambient\inferno\exterior_02.wav
  • sound\ambient\inferno\house_creak_01.wav
  • sound\ambient\inferno\inferno_radio_01.wav
  • sound\ambient\inferno\interior_church.wav
  • sound\ambient\inferno\water_stream_01.wav
  • sound\ambient\inferno\water_wheel_01.wav
  • sound\ambient\inferno\window_01.wav
  • sound\ambient\latin.wav
These references were removed the next day.
Ok. So a lot of stuff here points to an Inferno remake, but when will it come out?
If we look at the maps that were previously remade, we can compare the last update and the re-release of the maps and estimate how long it takes for Valve to remake a map (Of course this varies from map to map).
  • Train ~1 year and 4 months between the last update and the re-release.
  • Nuke ~1 year between the last update and the re-release.
  • Inferno ~1 year and 11 months between the last update and today.
We can see that from all the maps, Inferno has the biggest distance between the updates.What does that mean?
It means that the re-release of inferno is close, but not because of the lack of updates but because of something else. The reason Inferno is close to being finished is because of the recent update to the sound manifest files. If Valve is adding sounds to a map that means the map is mostly finished. Look at the file names of the sounds they added. All of the names have a specific meaning to what they represent. That means that most of the map detail is finished and Valve is currently in the last stages of map development (Polishing, optimizing,...).
Long story short, Inferno remake is close. I would be surprised If they don't re-release it before the end of the year, but hey! That's just a theory! A game th- ok I will stop now.
What are your thoughts on this? Did I miss something? Is there anything else you would like to add? I would like to hear you opinion!
PS: Sorry If there are any grammatical mistakes, English is not my primary language.
EDIT: Most of the sources are from http://www.maxreiger.net/ and here
submitted by fancreeper2 to GlobalOffensive