Under onsdagskvällen kom en efterlängtad patch till CS2 där speltillverkaren Valve gör justeringar på samtliga kartor. Även spelmotorn fick sig en liten update då användare på Reddit påstår att man nu har högre FPS in-game.
För bara två veckor sedan rapporterade vi att hoppet till trelåda på Mirage då var i princip omöjligt , något som Valve nu ändrat tillbaka till mångas glädje.
Fullständiga patch notes:
[ MAPS ]
Various bug fixes and tweaks:
Inferno
Improved bomb visibility when planted in fountain on bombsite B
Improved grenade bounce behavior on roof and stone models to make it more predictable
Removed part of railing on balcony
Adjusted garage door on bombsite A to improve player readability and clipping
Fixed lighting bug on Inferno workshop map
Fixed various micro-gaps
Overall clipping / movement polish
Overpass
Removed or tweaked models and textures to improve player readability
Adjusted lighting in certain areas to improve player readability
Adjusted grenade clipping in various areas
Nuke
Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
Fixed collision on doorways from ramp to bombsite B to be more accurate
Improved player readability against container on bombsite B
Fixed some cases where players clipped through garage door at lobby
Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
Fixed various holes in world
Overall clipping / movement polish
Dust2
Fixed micro-cracks in crate models
Anubis
Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
Fixed multiple cases where dropped weapons clipped through world geometry
Fixed multiple holes and cracks in world.
Fixed missing collision on geometry where c4 could be thrown out of the map
Clipped multiple areas where players could stack, providing an unfair vantage point
Fixed lightmap issues around CT spawn water
Improved player readability in mid
Improved CT team intro position
Overall clipping / movement polish
Office
Improved player readability at CT spawn around swat van
Fixed gaps in some cubemaps which were causing lighting issues
Fixed some lighting artifacts on crates at low settings
Disabled motion on vending machine
Overall clipping / movement polish
Vertigo
Fixed ladder collision blocking bullets and grenades
Fixed steel beams having incorrect surface property
Overall clipping / movement polish
Mirage
Fixed various bullet penetration issues
Overall clipping / movement polish
Ancient
Made fog adjustments to improve player readability
Fixed micro-cracks in crate models
Fixed multiple holes and cracks in the world
Made visibility adjustments to donut area
Fixed bullet penetration issues through wood panels near bombsite B
Fixed material properties on some tarp models
Overall clipping / movement polish
[ MISC ]
Fixed some cases where weapons could fall out of the world
Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
Improved performance for muzzle flashes and HE grenade effects
Various bug fixes and tweaks to weapon finishes and stickers
Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
För bara två veckor sedan rapporterade vi att hoppet till trelåda på Mirage då var i princip omöjligt , något som Valve nu ändrat tillbaka till mångas glädje.
Fullständiga patch notes:
[ MAPS ]
Various bug fixes and tweaks:
Inferno
Improved bomb visibility when planted in fountain on bombsite B
Improved grenade bounce behavior on roof and stone models to make it more predictable
Removed part of railing on balcony
Adjusted garage door on bombsite A to improve player readability and clipping
Fixed lighting bug on Inferno workshop map
Fixed various micro-gaps
Overall clipping / movement polish
Overpass
Removed or tweaked models and textures to improve player readability
Adjusted lighting in certain areas to improve player readability
Adjusted grenade clipping in various areas
Nuke
Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
Fixed collision on doorways from ramp to bombsite B to be more accurate
Improved player readability against container on bombsite B
Fixed some cases where players clipped through garage door at lobby
Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
Fixed various holes in world
Overall clipping / movement polish
Dust2
Fixed micro-cracks in crate models
Anubis
Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
Fixed multiple cases where dropped weapons clipped through world geometry
Fixed multiple holes and cracks in world.
Fixed missing collision on geometry where c4 could be thrown out of the map
Clipped multiple areas where players could stack, providing an unfair vantage point
Fixed lightmap issues around CT spawn water
Improved player readability in mid
Improved CT team intro position
Overall clipping / movement polish
Office
Improved player readability at CT spawn around swat van
Fixed gaps in some cubemaps which were causing lighting issues
Fixed some lighting artifacts on crates at low settings
Disabled motion on vending machine
Overall clipping / movement polish
Vertigo
Fixed ladder collision blocking bullets and grenades
Fixed steel beams having incorrect surface property
Overall clipping / movement polish
Mirage
Fixed various bullet penetration issues
Overall clipping / movement polish
Ancient
Made fog adjustments to improve player readability
Fixed micro-cracks in crate models
Fixed multiple holes and cracks in the world
Made visibility adjustments to donut area
Fixed bullet penetration issues through wood panels near bombsite B
Fixed material properties on some tarp models
Overall clipping / movement polish
[ MISC ]
Fixed some cases where weapons could fall out of the world
Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
Improved performance for muzzle flashes and HE grenade effects
Various bug fixes and tweaks to weapon finishes and stickers
Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
Counter-Strike 2 Update for 10/25/2023
byu/roge- inGlobalOffensive