CS2 11.9 changelog: subtick matches animation model better! Blood effects optimized, various tweaks

[ 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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