Nov 20, 2024 00:45
Fixed a case where a disconnected player could cause a poltergeist CT model to appear in the middle of the map Player model of a disconnecting player should now immediately suicide when disconnect is detected instead of lingering for 10 additional seconds under certain conditions Fixed a case where damage prediction was incorrect due to view angle changes mid-spray Lag compensation now runs when shooting at teammates and mp_teammates_are_enemies is enabled even when mp_friendlyfire is disabled Fixed layout inconsistencies for ranks display and player profiles Train Updated sounds on main menu background Improved movement around ladders Fixed various gaps in map Fixed z-fighting in various spots Inferno Fixed various holes Adjusted clipping in multiple spots Fixed various texture bugs Nuke Fixed a spot that players could get stuck on Office Fixed a case where a T would spawn in the air
Read moreNov 15, 2024 22:20
Train Removed unintended boost in B halls Added grenade collision to out of bounds areas Fixed gap in world by longdog exit Added collision to B site broken ceiling Fixed collision type on oilcar in B site
Read moreNov 14, 2024 23:53
Fixed a bug where missing text for a user's language wouldn't fall back to English Train Fixed various collision issues including a higher fidelity for the orange train on B site Minor fixes on textures stretching Fixed various gaps in map Disabled player collision on radio Updated radio sound Added vphysics clip to platform gap in T spawn for clumsy players Players can now get on top of cratestack outside of longdog Overpass Fixed lighting bug on Bombsite B Fixed footstep sound bug on mud surfaces Basalt Updated to the latest version from the Community Workshop (Update Notes)
Read moreNov 14, 2024 11:09
Train! It's back! A fan favourite map returns that was annoyingly missing from the release of Counter-Strike 2. But it's now back and looking better than ever in the latest update to Valve's FPS. Read the full article here: https://www.gamingonlinux.com/2024/11/train-finally-returns-to-counter-strike-2-in-the-latest-big-update
Read moreNov 13, 2024 23:21
We're happy to announce the return of the momentarily lost classic, Train. There's plenty of classic Counter-Strike in every inch of this map—but we also made sure to mix up the gameplay a bit to keep you Train veterans on your toes. We also gave it a full visual overhaul, which means your favorite bleak Eastern European train yard is now 60% cloudier. With a chance of rain? We guarantee it. So queue up and get ready to master the newest version of one of Counter-Strike's most iconic maps. Train is now available in casual and competitive game modes. Overpass Updates and New Community Maps https://clan.cloudflare.steamstatic.com/images/3381077/9f20d9e437f8ae93c6f276546599860361b0a50b.png Overpass has received a number of updates based on community feedback, and we're adding four new community maps to the game. Basalt returns to Counter-Strike 2 alongside Edin in casual and competitive game modes, and Palais and Whistle have been added to Wingman.
Read moreNov 13, 2024 23:21
Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of). Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately. Damage prediction is not active when you have high ping. Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded. Fixed a case where legs weren't animating correctly while taking damage. Added ambient occlusion for first person legs to better ground them in the environment. Performance optimizations for molotov and incendiary effects. Added axis labels to the grenade line-up reticle tick marks. The grenade preview camera now shows the result of a jump throw while the jump button is held. Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on. Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/. New game settings for radar map blending and background opacity. Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass. Fixed a regression with Chinese input via the Microsoft Input Methods. CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds. Charm Template number is now available in Charm descriptions. Train Added Train to Competitive, Casual, and Deathmatch modes. Community Maps Added Basalt and Edin to Competitive, Casual, and Deathmatch modes. Added Palais and Whistle to Wingman mode. Removed Thera, Mills, Assembly, and Memento from all game modes. Ancient Fixed some lighting errors. Fixed some collision gaps. Fixed some bad wall bang spots. Fixed a stuck spot. Italy Fixed some bad boost spots. Mirage Fixed a pixel peek. Overpass Visual updates to canals area and B-site. Rework of heaven drop down mechanics. Performance improvements, particularly in canals area and B-site. Added a sign that blocks a bad line of sight from long boost to CT spawn. Removed small fence at the edge of party/picnic that interfered with visibility to train station. Removed some geometry under wrecked truck that looked like player legs. Replaced some windows with opaque surfaces in train station to remove bad lines of sight. Deleted a tree that interfered with a line of sight. Moved one of the crate lids on A-site to block a bad line of sight. Removed some lamps that could look like player heads at A-site. Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces. Removed a chain link fence in alley that made players hard to see. Adjustments to fog and decreased the distance at which character models get an increased visibility effect. Made shelf in heaven look less like a player. Adjusted props and lights in heaven to reduce noise and make players brighter. Removed handcart behind barrels at B-site so players can back into the corner. Adjusted collision around barrels for better player movement. Added light behind barrels for better player visibility. Fixed weird collision on barrel that made for inconsistent wall bangs. Fixed bad graffiti rendering at B-site. Removed concrete block behind the cement bags at B-site for less awkward player movement. Set many smaller props to exclude player movement and grenade bounces. Fixed some pixel peeks. Small visual updates throughout the map. Shoots Performance improvements in some areas.
Read moreNov 12, 2024 19:42
Fixed a case mid-spray where lag compensation wasn't aware of the user's "Buffering to smooth over packet loss / jitter" setting. Improved clock synchronization to better handle downstream jitter bursts. Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick is missed due to network loss or jitter. Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers. For more details see this article. Prior to the Armory Update, the network quality readout in the telemetry HUD considered packets to be "bad" under two circumstances. 1.) If the packet was dropped. 2.) If the packet was delivered out-of-order and was not corrected at a relatively low layer in the network stack. This was not a useful metric for two reasons. First, it counted some misdelivery events as "bad" even though they did not negatively impact gameplay. This was especially a problem for packet reordering. Second, it was not counting as "bad" packets that arrived late due to network jitter and did negatively impact gameplay. After debugging many instances of gameplay hitches with players, we determined that jitter was causing problems for many players, who believed (quite reasonably) that their network was working perfectly, since there was no packet loss. In an attempt to let these players know that jitter might be the cause of the hitches, we changed the measurement method in the Armory Update on October 2, 2024. Now, we counted a message as "bad" if it was lost, if packets arrived out of order in a way that could not be corrected, or if the packets experienced jitter above a threshold. For players on a network connection with significant jitter, suddenly the network quality indicator became significantly worse. Many players assumed that this meant that something had changed to introduce packet loss. Unfortunately, this method of measuring quality was also flawed. The Source 2 Engine automatically adds buffering to smooth over jitter. For many players, these automatic adjustments are enough, and the indicator was counting jittered packets as "bad" even when there was not negative impact on gameplay. Today's update changes the network quality readout to only measure network events that are negatively impacting gameplay. See the FAQ for more details.
Read moreNov 07, 2024 00:33
Various adjustments to bullet hit feedback. Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen. Jumping in place on a sloped surface will no longer result in players sliding a short distance. Fixed a bug where C4 could be defused from any height. Fixes for IK logic to improve third-person feet posing, especially on slopes. Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation. Reduced animation-related network bandwidth usage. Added more detailed matchmaking stats for players who try to find a match at off-peak times of day. Activating an Armory Pass no longer grants the first Armory Credit immediately. All 40 Armory Credits can be earned by playing and earning XP. Office Fixed geometry in the problematic jumping corner. Ancient Reworked collision on the staircase to A-main for better player movement. Removed a tree that was creating a distracting shadow at A site. Adjusted collision to better match visible geometry so that players can hug the walls more closely. Fixed a few lighting bugs. Reduced shadows to increase perf in some areas. Fixed some spots in house where you could get stuck. Fixed collision gap at the bottom of B ramp. Fixed some disappearing mesh. Nuke Fixed some lighting errors on lower graphics settings. Anubis Fixed a gap in geometry.
Read moreOct 30, 2024 22:33
Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office. Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.
Read moreOct 30, 2024 00:15
First-person inspect animation in Inventory and Loadout will now match in-game viewmodel settings and FOV. Fixed a regression with smoke rendering from old demo files. Fixed damage report to show correctly in Casual and Deathmatch game modes. Added sv_jump_precision_enable so servers running certain custom game modes (e.g. surf) can opt out of jump precision improvements. Fixed "I have to go, my planet needs me."
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