CS2 Updates

Release Notes for 10/10/2023

[ MATCHMAKING ]

  • Matches will now be made with smaller rating differences between the teams at the expense of longer queue times.

[ Premier ]

  • Relegation and Promotion matches will only occur at color boundaries, i.e. every 5000 CS Rating points.

  • Increased possible CS Rating win/loss amounts to move players faster after calibration.

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na schau mal einer an, so ziemlich das was ich als Beispiel letztens brachte, mit 5000er Schritten und nem angepassten win/loss Verhältnis.

fragt sich jetzt nur, wieso im Premier die Rating Differenz nicht angepasst wird, dafür aber im MM

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Valve
MINUS GabeN
PLUS Hnakkur

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Release Notes for 10/12/2023

[ GAMEPLAY ]

  • When a server disagrees about a player’s loadout, such as when a match starts during a patch, the buy menu will now reflect the server-authoritative loadout

  • Fixed a case where players could clip through ceilings

  • Made adjustments to character shaders to improve player visibility

[ ANIMATION ]

  • Fixed the „Smooth Criminal“ foot pinning bug

  • Adjusted team select and team intro knife animations to work with Shadow Daggers

[ MAPS ]

  • Various bug fixes and tweaks to Inferno, Mirage, Nuke, Overpass, and Vertigo

[ MISC ]

  • Added „Player Color“ option to „HUD Color“ setting that will make the HUD match your or your spectator target’s player color in competitive modes

  • Changed „Use Player Colors on Team ID“ default to „Yes“

  • Added „Large Player Count“ setting to replace player avatars with team player count in the mini-scoreboard during the active portion of rounds

  • Fixed a bug where graffiti changes mid-match were delayed

  • Various bug fixes and tweaks to weapon finishes and stickers

[ WORKSHOP TOOLS ]

  • New Screenshot button - captures a screenshot of the game window and saves a .png file to disk. Using „Inspect“ with the gray or green backgrounds saves the .png with the UI elements hidden and a transparent background

  • Added Inferno and Ancient preview maps (workshop_preview_inferno and workshop_preview_ancient)

  • Workshop Item Editor - Integrated help system contains detailed guides when you see (More Help: Shift+F1) in the tool tip. These detailed guides contain important information about PBR color ranges, wear/durability masking alpha values, and much more

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Endlich auf einen Blick sehen wie viele Leben, nicht erst die hässlichen Gif avatare zählen

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wo finde ich denn die normale cfg, die es sonst immer gab? damit ich meine binds sehe & alles andere… google lässt mich da leider im stich

gibt es so nicht mehr… aber kannst unter C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\game\csgo\cfg

z.b. eine autoexec.cfg erstellen und da alle binds reinknallen die du sonst noch willst… dann ingame in die console exec autoexec.cfg oder direkt in die startoptionen eingeben…kannst sie natürlich auch pimmel.cfg oder was auch immer nennen

dann muss ich ja jeden bind einzeln schreiben… das fuckt ja ab, besonders weil vieles anders heißt

wolte die geänderten binds copy paste von cfg zur autoexec :(

Das ist für einige hier vielleicht wichtig!

image

Hab den shit bis eben auf on gehabt ohne es aktiviert zu haben. Hoffe mir passiert da nix :D

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Betrifft aber wohl nur das neue Anti-Lag+ („Plus“), das es auch nur für die neue Generation an Grafikkarten gibt (RDNA3, 7xxx).

Das Standard Anti-Lag, das nur CPU und Graka Frequenz aufeinander abstimmt, ist dadurch nicht betroffen, weil es nicht auf die game-files zugreift.

1 Like

sehr gut!

Release Notes for 10/17/2023

[ GAMEPLAY ]

  • Command aliases now leverage subtick accuracy

[ SOUND ]

  • New sound for final 10 seconds of bomb beeping

  • Added missing KSK agent voice

  • Reduced falloff distance of knife impact and swish sounds

  • Various tweaks and bug fixes around occlusion filters and footstep clarity

[ MISC ]

  • Fixed missing gamestate integration data regarding flashbangs and damage stats

  • Fixed a bug where a defused bomb would block the player from swapping to a gun dropped close by

  • Fixed some cases where players could peek through ceilings

  • Convar cl_draw_only_deathnotices now blocks match status alerts such as LAST ROUND OF FIRST HALF.

  • Added a game server command sv_load_forced_client_names_file. Running tournament servers with +sv_load_forced_client_names_file namesfile.txt allows loading a key-values file where client names are enforced to be the tournament registered player names.

  • Added an additional fallback path for game clients to download network configuration.

  • Added a game setting cq_netgraph_problem_show_auto that allows players to enable automatic display of network connection issues in top right corner of game HUD.

Update kommt ehr semi Kacke in der Pro Szene an

Jonathan Jablonowski auf X: „Showing how alias jump / movement keys (jump; worked the same) is consistent with the ; on the patch before today vs how it will work with it not working and everyone being on +jump and normal movement keys Pretty much we are showing the server ticks and registering time scale… https://t.co/M1wMZudwm3“ / X (twitter.com)

launders auf X: „they removed alias’s ability to remove subtick without actually fixing the default jump key everytime you jump it’s a different height and now theres no fix👍🏾 https://t.co/GPeibn1pbD“ / X (twitter.com)

Russel van Dulken auf X: „@CounterStrike Why mess with the one thing that is consistent :sweat_smile:“ / X (twitter.com)

floppy auf X: „Alias binds AND putting a ; after any movement key bind no longer „desubticks“ your movement. i.e. (bind space „+jump;“) Movement commands will execute anywhere from 1 tick to 10 from my testing with cl_showfps 3 and host_timescale 0.01 / 1.“ / X (twitter.com)

weird!! aber ich raffs nicht ganz, der jump throw bind funktioniert aber jetzt trotzdem noch? und es geht nur um den jumptrow + w oder? der normale JT ist doch immer gleich?!

Gibt nen Workaround launders auf X: „workaround found https://t.co/bkCwkwrDIU“ / X (twitter.com)

ja schon gesehen, deswegen die Frage, scheint ja nur um den w+jt zu gehen der normale jt ist ja immer gleich?

Wenn ich nicht ganz doof bin, gehts eher um das Springen allgemein?

aber der allgemeine manuelle jt ist doch in cs2 immer gleich wenn man das zeitfenster trifft, ergo ist der jt bind doch auch gleich, glaube es geht nur um w+jt bzw. w+springen(also auch fürs strafen) weil in dem video springt er ja nach vorne und nicht nur nach oben?

Release Notes for 10/19/2023

  • Added a startup check for incompatible AMD graphics drivers. We will now begin reversing VAC bans for affected players

  • Fixed a bug in Windows 11 Auto HDR that led to smokes intermittently disappearing

  • Miscellaneous bug fixes

wie kann man den roten valve schriftzug und das 2sec cs2 movie beim start deaktivieren?
-novid geht nicht

ich krieg das cs2 movie zwar schwarz, aber sound und schwarzes bild bleibt die zeit

2.9GB

  1. Oktober 2023
    Release Notes for 10/25/2023
    [ MAPS ]
    Various bug fixes and tweaks:

    Inferno
    Improved bomb visibility when planted in fountain on bombsite B
    Improved grenade bounce behavior on roof and stone models to make it more predictable
    Removed part of railing on balcony
    Adjusted garage door on bombsite A to improve player readability and clipping
    Fixed lighting bug on Inferno workshop map
    Fixed various micro-gaps
    Overall clipping / movement polish

    Overpass
    Removed or tweaked models and textures to improve player readability
    Adjusted lighting in certain areas to improve player readability
    Adjusted grenade clipping in various areas

    Nuke
    Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
    Fixed collision on doorways from ramp to bombsite B to be more accurate
    Improved player readability against container on bombsite B
    Fixed some cases where players clipped through garage door at lobby
    Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
    Fixed various holes in world
    Overall clipping / movement polish

    Dust2
    Fixed micro-cracks in crate models

    Anubis
    Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
    Fixed multiple cases where dropped weapons clipped through world geometry
    Fixed multiple holes and cracks in world.
    Fixed missing collision on geometry where c4 could be thrown out of the map
    Clipped multiple areas where players could stack, providing an unfair vantage point
    Fixed lightmap issues around CT spawn water
    Improved player readability in mid
    Improved CT team intro position
    Overall clipping / movement polish

    Office
    Improved player readability at CT spawn around swat van
    Fixed gaps in some cubemaps which were causing lighting issues
    Fixed some lighting artifacts on crates at low settings
    Disabled motion on vending machine
    Overall clipping / movement polish

    Vertigo
    Fixed ladder collision blocking bullets and grenades
    Fixed steel beams having incorrect surface property
    Overall clipping / movement polish

    Mirage
    Fixed various bullet penetration issues
    Overall clipping / movement polish

    Ancient
    Made fog adjustments to improve player readability
    Fixed micro-cracks in crate models
    Fixed multiple holes and cracks in the world
    Made visibility adjustments to donut area
    Fixed bullet penetration issues through wood panels near bombsite B
    Fixed material properties on some tarp models
    Overall clipping / movement polish

[ MISC ]

Fixed some cases where weapons could fall out of the world
Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
Improved performance for muzzle flashes and HE grenade effects
Various bug fixes and tweaks to weapon finishes and stickers
Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
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