CS2 November 17, 2023 Update Map Fixes and Tweaks Subtick Further Improvements

Size 3.88G

[ Gameplay ]

Further improved the visual and audio feedback of the subtick

Reduced the magnitude and frequency of sniper scope shake

Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle

Fixed a bug causing the server to fail to register when throwing grenades.

Thrown grenades no longer explode prematurely due to interaction with teammates (One Punch Super Grenade)

Players are no longer able to minimize fall damage by disarming a grenade

Adjusted the trajectory of weapon drops to make throwing weapons more consistent, especially when thrown downwards

When the official game server detects a network outage, the affected match will be canceled

Added a unique sound for running and jumping on metal railings and poles

[ Animations ]

Fixed a bug that occurred when interrupting the CZ75a equip action with the check action

Fixed the inspection and other animations of the Shadow Dagger

Fixed a bug where the Survival Dagger had a “broken wrist” animation

Adjusted Mac10 first person animations, including strap and bolt movement

Fixed firing animation/checking behavior for AWP and SSG when zoomed out

Fixed a bug that caused the Sandhawk’s slide to not reset on a round restart

Revolver barrels now rotate progressively with each shot fired

Fixed some animation issues with weapon placement in community maps

Fixed a bug that caused the C4 light to not blink when held or put away by the player

Fixed some bugs that caused the player’s shadow to show the wrong pose

[ Miscellaneous ]

Fixed a bug that caused bot_knives_only to not work on terrorists

Fixed some visual issues during replay Improved performance of on-screen particle effects

Fixed a bug that prevented enemy mute and friends only settings from muting voices.

Priority Mode warm-up chat no longer shows text from blocked players

Players frozen by half-time gamerules are now immune to certain damage types

If there are too many decals overlapping in one location, the bottom decal will be removed (Decals are in-game graphical effects that can be displayed on walls, floors, or other surfaces, often used to simulate the marks left by bullets hitting an object, or damage caused by explosions). ..

Player visibility fog adjustment no longer applies to dead ragdolls

Smoke particles no longer stick to dead ragdolls

Fixed bug where self/teammate burn damage was being recorded as enemy damage

[ UI ]

Fixed some common chat strings

Added console variable cl_deathnotices_show_numbers to give observers quick access to the player’s watch index

Added a warning message about outdated drivers for AMD and Nvidia graphics card users.

The “Body armor and helmets” entry in the purchase menu now simply reads “Helmets” when the context is correct

Added time to weekly rollover of reduced experience values in the player profile box. (Added time to weekly rollover to the reduced XP message in the player profile tooltip)

Fixed a bug where kill messages and death panels would display an error message if the killer was already dead or dropped out of the game.

Fixed a bug where turn delay data was not updated at the end of a match.

Changed Deathmatch scoreboard data from K/D/A/Score to K/HS%/DMG/Score (kills/deaths/assists/score to kills/headshot/damage/score)

Fixed a bug where the text was cut off when defusing a bomb.

Added player’s direction indicator to square radar

Fixed a bug that caused the kill icon to not show up in the end of round damage info panel

Fixed incorrect strings in the praise dialog panel

Fixed a bug that caused turn data to be assigned to the wrong camp in the watch menu

[ Steamworks ]

Fixed custom sound event files in the Creative Workshop map

Added some material settings for water refraction/waterlighting

Creative Workshop maps can now be marked as supporting swingman mode.

Linux clients can now run Creative Workshop maps without the -insecure parameter.

Added trigger_hostage_reset trigger and logic_eventlistener entity.

Added console variables sv_walkable_normal and sv_standable_normal to allow community servers to adjust player movement on tilted surfaces

Fixed bug where life values were truncated when exceeding three digits

[ Map ]

Overpass:

Fixed some bugs that caused terrain meshes to occasionally disappear

Various visual updates and fixes to models and textures

Fixed some collisions that caused the player to be pushed away from walls or corners

Turned off some collisions that caused the player to be pushed away from walls with light fixtures

Added a metal plate to the riot van to hide the player’s feet, tweaked the clipping around the vehicle (the model used to control collision and visibility of objects in the map or the programming used to make sure the player stays within the physical boundaries of the game world)

Fixed some small holes in the map

Fixed some texture mapping seams

Added player clipping on some floor grids for smoother player movement

Fixed some fire extinguisher collision and surface property issues

Added and adjusted some grenade clipping

Adjusted some clipping on chests and cable stacks in connectors

Ancient

More player and grenade clipping tweaks

Sealed up various holes and cracks in the map

Mirage:

Fixed clipping around scaffolding at bomb site B to prevent one-way peek through terrain

Office:

Fixed player getting stuck on big boxes in garage

Grenade clipping optimization

Vending machine destruction sequence will now only happen once to avoid flashing lights

Removed collision with pipes and camera in CT birth point garage

Added grenade clipping to stairwell doors

Fixed hole in doorframe of terrorist birth point

Fixed texture error on the ceiling of the conference room

Fixed some lighting bugs on low settings

Fixed weapons getting stuck behind boxes in the back door

Fixed lighting artifacts in the front yard

Fixed vicious double racking on the electrical box in the garage

Anubis:

Fixed Z-fighting on connecting staircases (Z-fighting is a phenomenon in 3D rendering where when two or more objects are very close to the camera, they have similar or identical values in the Z-buffer, causing them to compete for displaying at the top. This can cause flickering or noise on the screen.)

Improved the ground at the A wrap point to have more accurate footsteps

Fixed a gap in the map around the B pack point

Fixed Z-fighting on a background temple near the T birth point

Fixed missing collision on links causing grenades to fall off the map

Fixed a hole in the street that caused the player to be able to see the canal

Fixed visibility issues when looking towards the Terrorist’s birth point in the street

Fixed an issue with linked UV maps stretching (UV mapping is a method of mapping a 2D image onto the surface of a 3D model, which can be used to add texture, color, lighting, and other effects to the model.)

Sealed holes in building roofs throughout the level to prevent grenades from getting stuck in the void

Fixed holes in the lower tunnels

Fixed holes in canals

Inferno:

Moved the bucket on the scaffolding at point B to avoid being mistaken for a player in combat

Closed a hole to prevent grenades from falling off the map

More player clipping adjustments

Fixed various tiny gaps

Nuke:

Small clipping fixes on the third floor of the bandit side and on the yellow room at point A (rooftops and hut)

Better optics on the pool at point B

Fixed visibility issue when looking at the garage towards the room below the third floor

Vertigo:

Fixed the problem that some lamps show the backside of the lamps

Fixed some lamps being misaligned

Fixed missing vent parts in tunnels

Attempted to fix player mold piercing on the planks next to the stairs at point B

Fixed incorrect clipping above elevator doors

Fixed inconsistency of flashbangs on metal grating of scaffolding

Fixed missing collisions on horizontal tower beams at point B

Added grenade clipping around point B to prevent smoke from getting stuck in bad spaces

Cleaned up the terrain and did a grenade clipping around the scaffolding to make the grenades work better

Added grenade clipping to platform B

Fixed the broken steel beam on the center road

Moved a bunch of sheetrock around the back door at point B to allow for player movement and cover

Improved side clipping

Various warning signs are more visible


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