Also eigentlich finde ich das entfernen der Balustrade auf Inferno am Haus ganz nice, weil sie so einfach zu störend war. Aber ohne den Jump haste es als T schon relativ einfach da raus zu kommen. Hätte sie vielleicht weiter nach hinten gesetzt.
Ist halt „Casual“ Freundlicher nun, verstehe den Umbau eh nicht, Inferno in Go war einfach gut.
btw 4gb und still no BOB
Sehr interessantes Video. Da wird auch noch mal ein bisschen auf Sub-Tick eingegangen. Das ist eigentlich ziemlich smart gedacht von Volvo.
Der erste Teil vom Video ist jetzt nicht so interessant, weil er nur seine Systeme vergleicht. Aber soll halt verdeutlichen was er aussagen will.
Clickbaitshit
Nein. Ist wirklich sehr interessant.
hasse den typen
das tut mir leid :D
Es ist aber wirklich ein gutes Video
Joar fand das auch sehr informativ. Kann man nur hoffen das Volvo auch das Update wie bei Overwatch bringt, damit Spieler mit schlechteren PC’s ähnliche Vorraussetzungen haben.
Release Notes for 11/2/2023
[ WORKSHOP ]
-
Enabled uploading CS2 maps to the workshop
-
Community Servers can host workshop maps
-
Added paint metalness and roughness by color features to Solid Color, Hydrographic, and Spray-Paint finishes in the Item Editor
-
Added option to toggle „Automatic PBR Color Correction“ to all sticker types in Item Editor
-
Various Item Editor help system updates including „mat_fullbright 10“ to test PBR
-
Various updates to workshop tools
[ GAMEPLAY ]
-
Fixed a case where user commands would be ignored in poor network conditions
-
Fixed a case where weapons would fire faster than intended
-
Fixed a case where clients would show multiple gunshots for one actual shot
-
Fixed a case where players would fail to keep their weapons between rounds of overtime
-
Fixed some instances of dropped weapons falling out of the gameplay space
-
In firstperson, dead players will now see their own ragdoll at the server-authoritative lag-compensated position of their demise
-
Decoy grenades interact aesthetically with smoke clouds
-
Smoke grenades now have a minimum fuse duration to prevent smokes from prematurely detonating if stuck in crevices
-
Players now ignore individual damage events dealing less than one point of damage
-
Knife attacks will now prioritize enemies and will only hit teammates if there are no enemies in range
-
Knife attacks no longer predict damage effects or sounds on the client
-
Knife attack immediately after switching to a knife will always deal full damage amount
-
For a given map location, eye height is now consistent regardless of how the player arrived
[ MAPS ]
-
INFERNO
-
Fixed clipping in various areas
-
Fixed various microgaps
-
Fixed disappearing meshes in skybox
-
Removed birds that got mistaken for grenades
-
[ SERVERS ]
-
Added sv_maxuptimelimit setting to request server shutdown after certain number of uptime hours.
-
Support -sv_maxuptimelimit command line parameter to randomly select uptime limit per instance within a range, e.g. „-sv_maxuptimelimit 48-72“ command line parameter will request game server instance to self-shutdown somewhere between 48 and 72 hours by issuing „sv_shutdown“ command on the game server.
-
Added game server startup timing log records.
-
Game servers will now print global chat messages when players acknowledge newly acquired items while connected to the game server.
-
Fixed a bug showing 100% packet loss immediately after connection
-
Fixed a bug where scoreboard ping could get stuck at a value lower than the real ping
[ MISC ]
-
Improved rendering of stickers
-
Added wins and wins-needed to Competitive Play Menu map tiles
-
Fixed various minor HUD bugs
-
Fixed various skins and sticker bugs
-
Fixed various bugs with item inspection UI
-
Fixed a skinning issue with Trapper Aggressor agent’s legs
-
Improved performance of player animations on client and server
-
Smoke grenade canister changed to chrome material
-
„Boost Player Contrast“ no longer applies to dead players
-
Adjusted microphone voice threshold value
- NOVEMBER 2023
Release Notes for 11/3/2023
-
Updated Redemption UI to show remaining time before weekly rollover
-
Competitive Rating will now be updated after returning to main menu from a win
-
Added notice to end of match for when CS Rating had been adjusted midmatch (e.g. due to the outcome of a match that the player was kicked from or abandoned, or recovering lost points from playing against a cheater)
-
Various bug fixes and tweaks
Das wichtigste stand nicht in den patch notes:
- aufgehebelte Kisten werden jetzt im Chat angezeigt
endlich wieder mit den gezogenen knifes flexen. hat mir vorher sehr gefehlt!
Momentan spielt Valve wohl am Netcode rum siehe
Unspielbar gewesen
Community Maps halt wirklich nice
Release Notes for 11/8/2023
[ GAMEPLAY ]
-
The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
-
Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
-
Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height
[ MATCHMAKING ]
-
Parties of four are now able to queue for Premier mode
-
Added vote-kick immunity for solo players who get matched on the same team with a party of four players
-
Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode
[ AUDIO ]
-
Reduced the maximum audible distance of grenade bounce sounds
-
Improved occlusion filter quality
-
Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
-
Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
-
Changed jump land sounds to have the same maximum audible distance as footstep sounds
-
Changed volume falloff curve of jump landing sounds to better convey distance
-
Improved molotov extinguish effects to sound better when multiple are playing at once
-
Brought back spark sound feedback when bomb defuse is cut short due to player spinning
-
Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
-
Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds
[ MAPS ]
Mirage
-
Fixed clipping on bench in palace
-
Lowered the height of box on A site to match CS:GO
[ EFFECTS ]
-
Improved performance of blood effects at close range
-
Improved bomb light visibility from back of bomb
-
Reduced muzzle flash during quickswitch from scoped rifles
-
Reduced the strength of the kill streak HUD effect after five kills
[ CSTV ]
-
Added setting „tv_record_immediate“ to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tv_record is executed on the server. If the setting is disabled then content will start recording from tv_delay earlier
-
CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting „tv_record_immediate 1“ and executing „tv_record“ at the moment when recording should start
[ MISC ]
-
Adjusted wear values of some stickers to better match CS:GO
-
Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
-
Improved quality of ‚Performance‘ HDR rendering mode
-
Enabling the upload of workshop maps for Wingman mode
Leider sind Demos immer noch bugged laut Leetify daher dort auch weiterhin nichts möglich
Das wichtige sind doch an dem Update eh die ersten 3 Punkte oder?
Sollte man meinen ja. Hab aber dazu auf Twitter nicht viel Input gefunden ob es besser geworden ist
Valve fixed animations delay aka „input lag“ : GlobalOffensive (reddit.com)
Release Notes for 11/9/2023
[ MISC ]
-
Added support for accepting game invites and party invites from Steam Chat and Steam Overlay.
-
Added an execution delay for certain commands that can be specified on command line to be deferred until main menu fully loads (e.g. econ action preview commands, match download commands, playdemo, and similar).
-
Fixed a bug that caused game events to not appear in CSTV demos recorded in tv_record_immediate mode.
-
CSTV auto record now requires either an active CSTV server or tv_record_immediate to be enabled.
-
Performance optimizations in game server demo recording code.
Damit geht jetzt auch Leetify wieder
Rückwirkend aber anscheinend nicht oder ?
Also alles was die letzten paar Monate gespielt wurde ist „weg“?