Counter-Strike 2

Counter-Strike 2 Dev Tracker




10 Sep

Post
    jo on Steam - Thread - Direct
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  • Practice matches and matches started with the "map" command will now run in engine loopback mode to match the CS:GO offline default. Engine loopback bypasses most networking code for the host, resulting in one less tick of latency for the local player. Engine loopback can be disabled by appending "loopback=0" to the map command-line (e.g. "map de_dust2 loopback=0").
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

09 Sep

Post
    jo on Steam - Thread - Direct
[]
  • Added counter-strafe input automation detection options for non-Valve servers. See the sv_auto_cstrafe family of convar descriptions for details.
  • Enabled measurement of network jitter on direct UDP connections to community servers. Previously, jitter measurement was only available for connections relayed over SDR. Jitter data is included in the net_connections_status command output.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

03 Sep

Post
    jo on Steam - Thread - Direct
[]
  • Fixed a case where some commands, including jump, might be ignored under poor network conditions.
  • Fixed a bug that could cause inconsistent jump heights.
  • Fixed a case where client player collision would remain disabled after ragdoll interaction occurred in the previous round. Thanks for the repro steps, @poggu__.
  • Fixed a case for Linux users where the game would hang when opening the pause menu.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

22 Aug

Post
    jo on Steam - Thread - Direct
[]
  • Fixed a case where the radar background and radar icons were misaligned
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

21 Aug

Post
    jo on Steam - Thread - Direct
[]

Office
  • Fixed a case where a player could get stuck between a prop and the ceiling
Nuke
  • Fixed a pixel walk
  • Fixed some C4 stuck spots
Mirage
  • Adjusted collision on van for smoother movement
  • Fixed wall penetration issues around some arches
  • Fixed a view jittering issue when jumping on a crate near palace
  • Fixed some collision that allowed smoke grenades to go inside a wall
  • Adjustments to grenade clipping
  • Adjusted collision on some props
  • Fixed some C4 stuck spots
Inferno
  • Fixed some C4 stuck spots
  • Removed a boost spot in pit by A site
Italy
  • Perf improvements
  • Clipping adjustments
Vertigo
  • Adjustments to grenade clipping
An... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

20 Aug

Post
    jo on Steam - Thread - Direct
[]
  • The MASTERMINDS 2 Music Kit Box is now available for purchase in standard and StatTrak versions
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  • Fixed a case where audio output was garbled due to running on efficiency CPU cores
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  • Minor style adjustments
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  • Reduced the amount of performance stutter at end-of-round time
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

19 Aug

Post
    jo on Steam - Thread - Direct
[]
  • Certain types of movement/shooting input automation such as hardware-assisted counter strafing will now be detected on Valve official servers, resulting in a kick from the match
  • Input binds that include more than one of the following commands will now be ignored by default. Support can be re-enabled using the cheat-protected convar `cl_allow_multi_input_binds 1`
    • sprint, reload, attack, attack2, turnleft, turnright, turnup, turndown, forward, back, left, right, moveup, movedown, klook, use, jump, duck, strafe, zoom, yaw, pitch, forwardback, rightleft
  • The jump-throw confirmation grunt sound can now be heard by other players nearby

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  • Initial testing of VacNet 3.0 has begun on a limited set of matches. If you believe your match was incorrectly cancelled, email us the match details at ...
Read more
Counter-Strike is constantly evolving. From art, to maps, to inventive plays, and even player input, the CS community shapes the game.

Scripting and automating player commands has always been contentious, but over the years some forms of scripting (e.g., jump-throws) have gained acceptance, as they enable plays that wouldn't otherwise be possible. In fact, jump-throws became such an important part of the game that we've done the work to make them reliable without any special scripting or binds (i.e., by jumping and quickly throwing a grenade).

Developing one's coordination and reaction time has always been key to mastering Counter-Strike.

Recently, some hardware features have blurred the line between manual input and automation, so we've decided to draw a clear line on what is or isn't acceptable in Counter-Strike.

We are no longer going to allow automation (via scripting or hardware) that circumvent these core skills and, moving forward, (and initi... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

14 Aug

Post
    jo on Steam - Thread - Direct
[]

Mills
  • Updated to the latest version from the Community Workshop (Update Notes)
Pool Day
  • Updated to the latest version from the Community Workshop (...
Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

08 Aug

Post
    Vitaliy on Steam - Thread - Direct
[]
  • In Casual game mode players will earn an additional XP score point for every round in which they dealt damage to enemies.
  • Added a server setting "sv_vote_to_changelevel_rndmin" to control rounds/time during which voting for a level change is allowed.
  • Official game servers in Casual game mode now allow voting for a level change only at the end of the match or during the first round of the match.
  • Official game servers in Deathmatch and Arms Race game modes now allow voting for a level change only at the end of the match or during the first minute of the match.
  • Restricted upward movement of a player when a teammate is boosted on their head.
  • Dead players are no longer allowed to pick up ground weapons.
  • Buy menu will automatically close if the switch team menu opens.
  • Rescuing a hostage now increments objectives counter in match stats.

... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.