CS2 Updates

In Valve’s remake, the Avg. FPS is 22.5% higher and the 1% lows are 31.9% better than in FMPONE’s version.

[ MAPS ]

Cache

Added Cache to Competitive, Casual, Deathmatch, and Retakes modes.

Dust II

Uncovered Mid Box (Xbox) to reveal a previously hidden jump spot. On purpose this time.

Office

Enabled collision on tarp on boxes used around CT spawn.

Stronghold

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

Poseidon

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

[ ANIMGRAPH 2 ]

Minor adjustments to viewmodel animations.

Talon and Karambit knives are now held correctly while defusing.

[ SOUND ]

Minor mix changes and adjustments.

Fixed issue where C4 equip sound was not getting interrupted by other equip sounds.

Removed first-person death sound effect that played in the case of music kit death cue being inaudible.

[ MISC ]

Shader fix for AO while using alpha test causing overly dark and chunky silhouettes, as seen on railings in Mirage.

Fixed a case where it was possible to hold no weapon by requesting a hand switch after throwing a grenade.

3 Like

[ MAPS ]

Cache

  • Bomb explosion radius increased.
  • Lighting Adjustments around Vent.
  • Disabled player collision on sign and removed lamp by squeaky.
  • Reworked e-box on A-site for better visibility.
  • Lowered Checkers entrance frame height at B Main.
  • Removed AC unit above Sandbags and moved pipes.
  • Fixed lack of footstep sounds on top of crates at A-site.
  • Fixed hole in world on door in Sun Room.
  • Fixed wall bangs on A Main wall.
  • Fixed some z-fighting around Garage.
  • Adjusted grenade clipping throughout map.
  • Adjusted player clipping throughout map.

Dust II

  • Blocked visibility through corner of Mid Box (Xbox).

[ SOUND ]

*** Speculative fix for a case where all audio drops out.**

[ MISC ]

  • Fixed cases where crouch-jumping in confined spaces could cause the player camera to intersect the ceiling.
  • Adjusted particle effect sprite opacity for fully occluded flashbangs.
  • Improved smoke lighting consistency.
  • Minor adjustments to dropped pistol magazine velocity.
  • Ambient Occlusion adjustment settings in Environment Blend shader restored.
  • Fixed a case where money was subtracted from the wrong player during bot takeover.

Wurde der Sound Bug auf Cache nun damit behoben?

Das steht ja da. Sie sind sich nicht sicher. :D

1 Like

Achso, ja :smiley:

Hab von dem Problem bisher nur gestern auf Cache gehört.

All you had to do is change default audio device

Betraf aber nicht nur Cache, sollte laut Meinungen auf X und Reddit aber fixed sein

1 Like

gestern 2 mal auf anubis gehabt das komplett sound weg war

[ MAPS ]

Cache

  • Map-wide clipping fixes and geometry polish.
  • Fixed some spots where bomb would be unreachable when dropped.
  • Fixed dynamic shadows breaking in some spots.
  • Fixed some surface sound types.

[ ANIMGRAPH 2 ]

  • Fixed hand popping when counter-strafing with a grenade equipped.

[ MISC ]

  • Limit aim punch to 90 degrees.
  • Added secondary intersection trace for partially-occluded thirdperson weapons.
  • Adjusted ground smoothing at locations where sloped ground surfaces join with step-height transitions.
  • Fixed issue that caused defuse-cables from completely occluded players to also be occluded.
  • Fixed ‚FATAL ERROR: Failed to on-demand compile shader‘ affecting some older GPUs.

[ MAPS ]

Cache

  • Fixed various holes in map.
  • Simplified grenade clipping in various areas.
  • Fixed sounds and surfacetypes for various materials.
  • Orange wire spool at Sandbags has been exchanged for white wire.

[ MUSIC KITS ]

  • NIGHTMODE II Music Kits are now available for purchase in standard and StatTrak versions through the STORE tab.

[ WORKSHOP ]

  • Fixed progressive refinement rendering Source Film Maker.

[ MISC ]

  • User Viewmodel FOV now correctly networks to remote clients.
  • Adjusted player model occlusion bounds.
  • Fixed ragdolls missing death velocity when shot in specific body locations.
  • Minor adjustments to ground smoothing transitions when leaving the ground and when landing.
  • Fixed a case where post-processing transitions weren’t smooth (e.g. at the end of freeze time).
  • Fixed a case where map guides for Ancient wouldn’t load in the nighttime version
  • Adjusted score values for various weapons in Deathmatch.
  • Adjusted XP limits in Deathmatch and Arms Race.

[ PREMIER ]

  • Premier Season Five has begun
  • Added Cache to the Active Duty Map Pool
  • Removed Overpass from the Active Duty Map Pool

[ GAMEPLAY ]

  • Re-designed effective range and extent of C4 explosion damage on all official defusal-mode maps.
    • Damage is now applied according to precomputed simulation values, baked into the compiled map.
    • Explosion shockwave damage now rapidly expands from the center of the explosion instead of being applied instantly.
  • Fixed case where picking up dropped weapons through the Buy Menu would fail to complete.

[ ARMORY ]

  • Added two new weapon collections based on the recent Call to Arms community announcement: Spy Tech + Arabesque
  • Added two new sticker collections based on the recent Call to Arms community announcement: Fruits & Vegetables + Auto Racing
  • Train 2025 and Sport & Field weapon collections are no longer available in the Armory
  • Sugarface 2 and Elemental Craft sticker collections are no longer available in the Armory

[ WORKSHOP ]

  • Updated „Custom Paint Job Extended“
    • Added option to include a dedicated overlay mask texture
    • Added option to set unique overlay UV randomization separate from albedo UV randomization

[ MISC ]

  • Reduced the performance cost of showing the scoreboard.
  • Fixed a case where material blending effects would disappear when you got too close (e.g. the dirt on the barrels in Inferno Banana).
  • Increased sticker rotation precision to allow half-degree increments on application screen.

[ MAP SCRIPTING ]

  • Added Instance.QueueAfterThinks
  • Added Instance.OnWeaponDrop
  • Added CSWeaponBase.GetOriginalOwner
  • Fixed a crash when the name passed to Instance.RegisterCheatCommand collided with an existing command.
  • Added file name and line number to errors caught during the CompileModule step of script loading.
  • Removed support for deprecated vts assets.

[ ENGINE ]

  • Updated engine code to the latest version of Source 2

[ MAPS ]

  • Removed community maps: Warden, Stronghold, Alpine, and Sanctum from all game modes
  • Added community maps Boulder, Fachwerk, and Shelter to Competitive, Casual, and Deathmatch modes
  • Added community maps Debris and El Dorado to Wingman mode

Cache

  • Various clipping adjustments

Dust II

  • Fixed pixel gap Outside Tunnel
  • Clipping adjustment Outside Tunnel

Inferno

  • Clipping fix to prevent pixel boost at Top of Mid

Wie bidde? Volvo macht was gegen Cheater?

ja? woran siehst du das in den Patchnotes??

2 Like

er kommt aus der zukunft und meint ein update von cs3k aus dem jahre 2038

1 Like

maybe this?

Nur so’n Gedanke gewesen :sadge:

1 Like

Wäre selten dämlich das öffentlich zu teilen

1 Like

dachte er meint das?? :D

https://www.reddit.com/r/GlobalOffensive/comments/1ur9k64/you_can_survive_the_bomb_in_some_absurd_spots_or/

viel spass beim „beta“-testen.

1 Like

Bombenexplosion zieht jetzt auch immer 1hp ab, egal wo man auf der Map ist. Also mit 1hp bist du sicher dead

was ein bullshit

btw, ich habe am montag einen mit ner incendiary gekillt, also mit dem hit der granate, nicht mit dem feuer

höhöhöhöhöhööh

Sowas darf hier gern als Clip geteilt werden.