Game Feed

Counter-Strike 2 Update

by jo

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

Counter-Strike 2 Update

by jo

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

Counter-Strike 2 Update

by jo

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)

Train finally returns to Counter-Strike 2 in the latest big update

by

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

All Aboard!

by Piggles ULTRAPRO

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.

Counter-Strike 2 Update

by Piggles ULTRAPRO

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 groun...

Counter-Strike 2 Update

by FletcherDunnValve

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 f...

Counter-Strike 2 Update

by jo

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 ...

Release Notes for 10/30/2024

by Vitaliy

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.

Release Notes for 10/29/2024

by Vitaliy

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."

Release Notes for 10/28/2024

by Vitaliy

Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0). Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin. Improved consistency of successfully landing on surfaces very close to the maximum height of a jump. Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height. Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces. Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place. Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up. Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (...

Release Notes for 10/24/2024

by Vitaliy

Fixed a bug where grenades were generating headshot sounds. Fixed a bug where grenades were not bouncing off certain dynamic props. Fixed a bug where Copenhagen 2024 winners were not showing up in the Majors tab in the Watch menu.

Release Notes for 10/23/2024

by Vitaliy

Vertigo Fixed a bad collision interaction between grenades and a prop. Fixed a wall bang exploit. Mills Updated to the latest version from the Community Workshop (Update Notes). Added localization strings for location callouts. Fixed mouselook inconsistencies when game render dimensions are different from game window dimensions. Fixed erroneous target aim punch animation during client-side shooting. Fixed erroneous Zeus shock effect during client-side shooting. Fixed a bug where Zeus headshots wouldn't emit the death yelp. Prior Major results are now available in the Majors tab in the Watch menu.

Release Notes for 10/15/2024

by Vitaliy

Fixed mixed resolution rendering from erroneously resetting during map changes. Fixed a known crash when compiling lighting in Counter-Strike 2 Workshop Tools. Fixed detail normal UV scaling. Fixed several biplanar mapping bugs, added support for nonuniform scale in biplanar mapping mode. Added an option to apply albedo color correction to transmissive foliage textures, and adjusted the foliage shader for more accurate color correction. Added a startup warning when the game is launched under low available system memory conditions or with a limited pagefile size. These conditions may cause the game to be unstable or crash. Various stability improvements. Fixed UI checkboxes behaving inconsistently when depositing or extracting a large number of items into and from Storage Units. Fixed a regression with loading animated Steam avatars, the cows are mooooving again.

Release Notes for 10/9/2024

by Vitaliy

Performance optimizations in hierarchies of unchanged entities. Various stability improvements. Mirage Fixed disappearing geometry in apartments.