[ Gameplay ]
Visual and audio feedback from subtick inputs (such as movement acceleration and muzzle fire) will now always be rendered on the next frame (which should mean that the previous problem of sometimes inconsistent muzzle fire and ballistics should be improved)
By default, random numbers used for shot dispersion are now synchronized between client and server. This allows smoke trails and bullet trails to more accurately match server trails. Note: Scatters have been synchronized on the official Valve servers since 10/14.
Fixed a bug where jumping immediately after pressing the move button would cause inconsistent jump heights
[ Matchmaking ]
Teams of four can now queue for Premier Mode
Added vote-kick immunity for single players who are matched on the same team as a foursome
Adjusted the algorithm for re-establishing CS ratings after a period of inactivity in Premier Mode.
[ Sound Effects ]
Reduced the maximum audible distance for grenade bounce sounds
Improved the quality of the occlusion filter
Fixed an issue where sometimes head-burst sounds played as feedback from the attacker could be mistaken for damage from the enemy
Reduced the volume of the head-burst sound for victims without protective gear to be consistent with the volume of other head-burst sounds
Changed the maximum audible distance for jump landing sounds to be the same as footsteps
Changed the volume decay curve for jump landing sounds to better convey distance
Improved the fire extinguishing effect when multiple incendiary bombs are played at the same time to sound better
Reintroduced spark sound feedback when bomb disposal is interrupted due to player rotation
Fixed an issue where a victim’s death groan could be mistaken as coming from the attacker at very close range
Fixed an issue where un-silenced m4a1-s didn’t have a long range gunshot sound
[ Map ]
Mirage
Fixed collision issue on benches in palaces
Lowered the height of chests in the Point A area to match CS:GO
[ Special Effects ]
Improved the performance of the blood effect at close range
Improved the visibility of bomb lights when seen from behind a bomb
Reduced muzzle flame when switching quickly from a scoped rifle.
Reduced the strength of the kill streak HUD effect after completing five kills
[ CSTV ]
Added setting “tv_record_immediate” to control when CSTV demo files start recording content. If this setting is enabled, content will be recorded from the moment tv_record is executed on the server. If this setting is disabled, the content will start recording from before tv_delay
Now it is possible to record CSTV demo without delay, you need to set “tv_record_immediate 1” and execute “tv_record” at the moment when the recording should start.
(If you want to know how to record local standalone demo, you can go to my website cs2club.cn and search for demo.)
[ Other ]
Adjusted the wear values of some stickers to better match CS:GO.
Fixed a bug with the Creative Workshop tool that prevented light environments from baking in static shadows in some cases.
Improved the quality of the “Performance” HDR rendering mode.
Allowed uploading of Creative Workshop maps for Wingman mode.
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