CS2 Updates

glaube das ist eher für einen möglichen retake/rotations gedacht. d2 retake im casual ja super hart

seh da jetzt schon wie man auf der Kiste so boosten kann, dass man nen guten Angle für deep Short hat. Aber kA ob man den CTs noch mehr möglichkeiten für early agression geben muss, nach den mitte änderungen steht eh jede runde 1-2 leute im lower und fucken ab. bin ich ma gespannt :D

  1. August 2024

Release Notes for 8/8/2024

[ GAMEPLAY ]

  • In Casual game mode players will earn an additional XP score point for every round in which they dealt damage to enemies.

  • Added a server setting „sv_vote_to_changelevel_rndmin“ to control rounds/time during which voting for a level change is allowed.

  • Official game servers in Casual game mode now allow voting for a level change only at the end of the match or during the first round of the match.

  • Official game servers in Deathmatch and Arms Race game modes now allow voting for a level change only at the end of the match or during the first minute of the match.

  • Restricted upward movement of a player when a teammate is boosted on their head.

  • Dead players are no longer allowed to pick up ground weapons.

  • Buy menu will automatically close if the switch team menu opens.

  • Rescuing a hostage now increments objectives counter in match stats.

[ UI ]

  • Improved legibility of damage given and taken in post-round damage report.

  • Made spec target highlighting more pronounced.

  • Player names are now visible on mini scoreboard whenever the mini scoreboard is expanded.

[ MAPS ]

Mills

  • Updated to the latest version from the Community Workshop (Update Notes)

Assembly

  • Updated to the latest version from the Community Workshop (Update Notes)

Boosting Bug wurde dann mitm Mini Patch noch behoben Latest CS2 update causes further boosting issues* | HLTV.org

  1. August 2024

Release Notes for 8/14/2024

[ MAPS ]

Mills

  • Updated to the latest version from the Community Workshop (Update Notes)

Pool Day

  • Updated to the latest version from the Community Workshop (Update Notes)

[ MISC ]

  • Slightly delayed tagging effects to reduce instances of players experiencing teleportation when taking damage. Delaying tagging results in a smoother experience, however players will have slightly more time to move at full speed when receiving damage. The delay can be adjusted on servers using convar sv_predictable_damage_tag_ticks (default 2)

  • Fixed a case where players could start the bomb plant animation outside of bomb sites

  • Fixed a case where the revolver barrel would rotate erroneously

  • Reduced initial loading times for the Settings and Play menus

Additionally, it seems that Valve have also introduced measures of some kind to track the utilization Snap Tap, although to what end this information is being collected remains to be seen.

Release Notes for 8/19/2024

[ INPUT ]

  • Certain types of movement/shooting input automation such as hardware-assisted counter strafing will now be detected on Valve official servers, resulting in a kick from the match

  • Input binds that include more than one of the following commands will now be ignored by default. Support can be re-enabled using the cheat-protected convar cl_allow_multi_input_binds 1

    • sprint, reload, attack, attack2, turnleft, turnright, turnup, turndown, forward, back, left, right, moveup, movedown, klook, use, jump, duck, strafe, zoom, yaw, pitch, forwardback, rightleft
  • The jump-throw confirmation grunt sound can now be heard by other players nearby

[ VacNet ]

  • Initial testing of VacNet 3.0 has begun on a limited set of matches. If you believe your match was incorrectly cancelled, email us the match details at csgoteamfeedback@valvesoftware.com

Anstatt man sich um wichtige Sachen kümmert, aber volvo halt.

Was wäre in deinem Augen wichtiger?

Gutes ac was auch bannt :mond:

Performance Optimierungen

einfach neuen PC kaufen.

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  1. August 2024

Release Notes for 8/20/2024

[ MUSIC KITS ]

  • The Masterminds 2 Music Kit Box is now available for purchase in standard and StatTrak versions

[ AUDIO ]

  • Fixed a case where audio output was garbled due to running on efficiency CPU cores

[ HUD ]

  • Minor style adjustments

[ MISC ]

  • Reduced the amount of performance stutter at end-of-round time

Release Notes for 8/21/2024

[ MAPS ]

Office

  • Fixed a case where a player could get stuck between a prop and the ceiling

Nuke

  • Fixed a pixel walk

  • Fixed some C4 stuck spots

Mirage

  • Adjusted collision on van for smoother movement

  • Fixed wall penetration issues around some arches

  • Fixed a view jittering issue when jumping on a crate near palace

  • Fixed some collision that allowed smoke grenades to go inside a wall

  • Adjustments to grenade clipping

  • Adjusted collision on some props

  • Fixed some C4 stuck spots

Inferno

  • Fixed some C4 stuck spots

  • Removed a boost spot in pit by A site

Italy

  • Perf improvements

  • Clipping adjustments

Vertigo

  • Adjustments to grenade clipping

Ancient

  • Fixed a bad clip edge that players were getting stuck on at T spawn

  • Fixed a pixel peak

Anubis

  • Adjustments to grenade clipping

  • Fixed a C4 stuck spot

  • Fixed some prop collision that could hide C4

  • Fixed some lighting issues

Overpass

  • Fixed some minor visual bugs near canal

  • Some clipping adjustments near park for smoother movement

  • Added some missing handrail collision

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Sind jetzt keine riesenchanges, aber dass die sowas immer kurz vor oder während großen Events machen müssen, uff

Meinst du das Major Ende November? Oder den Blast qualifier der grad läuft?
Im Grunde hast du das ganze Jahr über „große“ Turniere oder die Qualis dafür, wann sollen die Updates sonst kommen? Zumal hier ja nur paar Bugs ausgebügelt wurden

https://www.hltv.org/news/39790/boost-and-crouch-jump-bugs-fixed-in-cs-update

  • Fixed a case where some commands, including jump, might be ignored under poor network conditions.
  • Fixed a bug that could cause inconsistent jump heights.
  • Fixed a case where client-player collision would remain disabled after ragdoll interaction occurred in the previous round. Thanks for the repro steps, @poggu__.
  • Fixed a case for Linux users where the game would hang when opening the pause menu.

Release Notes for 9/9/2024

[ MISC ]

  • Added counter-strafe input automation detection options for non-Valve servers. See the sv_auto_cstrafe family of convar descriptions for details.

  • Enabled measurement of network jitter on direct UDP connections to community servers. Previously, jitter measurement was only available for connections relayed over SDR. Jitter data is included in the net_connections_status command output.

Release Notes for 9/10/2024

[ MISC ]

  • Practice matches and matches started with the „map“ command will now run in engine loopback mode to match the CS:GO offline default. Engine loopback bypasses most networking code for the host, resulting in one less tick of latency for the local player. Engine loopback can be disabled by appending „loopback=0“ to the map command-line (e.g. „map de_dust2 loopback=0“).

bin ich gespannt ,werde ich mal die tage testen. muss ich dazu die map über console starten oder gehts auch normal über den workshop bereich der maps?
wenn das wirklich merkbaren impact hat, wird das safe auch auf normale server ausgerollt. wäre geil, aber bin da noch etwas vorsichtig :D

Console explizit

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THE ARMORY

  • The Armory is now available in the store

  • Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle

  • Purchase and activate an Armory Pass to start earning Armory Credits

  • Make progress toward credits whenever you earn XP with an active Armory Pass

  • Redeem credits for items in the Armory

CHARMS

  • Introducing Charms: dynamic items you can apply to your favorite weapons. Currently available exclusively in the Armory

  • Drag and drop Charms to precisely place them on the weapon of your choice. A weapon can have one charm attached at a time

  • Use a Charm Detachment to detach the Charm from a weapon. The Charm will return to your inventory and can be reused

  • Redeeming a Charm from the Armory grants three complimentary Charm Detachments. Additional Charm Detachments are available for purchase

INVENTORY & ITEMS

  • All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction

  • All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends’ Steam Inventory web pages can now be previewed on your own inventory items

  • Removed ability to delete weapon cases from your inventory

  • Added sticker scrape level selector when applying new stickers to weapons

  • Added precise sticker wear level selector when scraping existing stickers on inventory weapons. Any applied stickers can only increase their sticker scrape level

  • Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping

  • Added nametag module preview on the actual items when applying nametags

  • Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout

  • Customizing a base weapon that’s currently equipped will now auto-equip the newly customized version

ANIMATION

  • Improved character posing when on large slopes

  • Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean)

  • Pin/unpin IK logic now not affected by poor server ping times

  • Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored

  • Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing

  • Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders

  • Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations

  • Fixed character’s pose popping when falling off a ledge

  • Fix for many cases where character’s posing would subtly pop when traversing with slow moving weapons

GAMEPLAY

  • Flashbangs and HE grenades no longer prematurely detonate when they exceed their ‚stuck bounce‘ limit

GRAPHICS

  • Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen

  • Fixed graphics artifacts for fire effect in the Advanced Video tab

AUDIO

  • Fixed a bug where UI sounds wouldn’t position correctly when in-game

  • Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa

  • Fixed an issue where ragdoll water splash sounds would erroneously play on alive players

  • Fixed a case where voice chat didn’t work on community servers

  • Fixed a case where incoming voice chats would sometimes never close

NETWORKING

  • Added telemetry option to display graphs of network jitter and misdelivery

  • Changed how packet misdelivery is measured. Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay. Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay. The new measurement method will only count reordered packets as misdelivered if they impact gameplay. Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order

WORKSHOP

  • Added optional 3rd layer to environment blend shader

  • Added biplanar mapping as an option for environment shaders

  • Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled

  • Added color correction, roughness, and normal adjustments to foliage shader and static overlays

MISC

  • Removed support for command line options that were intended for development purposes only

MAPS

ANCIENT

  • Fixed some disappearing geometry

  • Fixed some cases where players could detect player movement through water from across the map

  • Fixed some pixel peeks

  • Fixed a case where player shadows could be seen through geometry

  • Adjusted some clipping for better player movement

ANUBIS

  • Fixed some missing collision

  • Nudged some geometry and clipping that were blocking grenade throws

  • Improved clipping on some floors for more predictable grenade throws

  • Fixed a pixel peek

  • Adjusted clipping in a few areas for better player movement

DUST II

  • Fixed some clipping at B site

ITALY

  • Added to competitive matchmaking

  • Fixed bird animations

MIRAGE

  • Fixed some C4 stuck spots

NUKE

  • Fixed a pixel walk

  • Fixed some C4 stuck spots

  • Fixed some gaps in geometry where items could get lost

  • Fixed some disappearing geometry

OVERPASS

  • Adjusted some grenade clipping to prevent bad grenade bounces
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was 1 kack update :smiley: