MISC
- Spawn position is no longer randomly determined when a player reconnects to a server during freeze time. The spawn point sequence is now configured at the beginning of the map and is saved/restored from round backup files
- In official matchmaking servers, players who disconnect and reconnect during freeze time will respawn in the spawn point they were assigned at the beginning of the round
- On community servers, players who disconnect and reconnect during freeze time will be assigned one of the five spawn positions assigned to the team that round
- When restoring from round backup files (which is recommended in tournament settings after disconnects/reconnects), players will spawn in the positions they were originally assigned at the beginning of that round
- Fixed a bug where players would see a black screen after disconnecting and reconnecting multiple times during a technical timeout
- Fixed a bug where players disconnecting and reconnecting to a competitive match would incorrectly interact with bot spawning algorithm
- Fixed some cases where MVP music would not play or would play over round end music
- Fixed a bug in Deathmatch where kills during warmup would count towards healthshot reward and Zeus score bonus
- Fixed players jumping higher than normal when toggling low framerate
- Fixed an instance of weapon switches sometimes being ignored by the server
- Fixed smoke shadow rendering issues and improvements to perf
- Fixed a bug where the game would crash on Linux while alt-tabbing
- Fixed some cases where a frame rate hitch would occur due to compiling shaders
- Improved behavior when user input does not arrive on the server in time due to packet loss or client frame rate issues
- Adjusted various music kit cues in NIGHTMODE Music Kit box (ISOxo, Knock2, and TWERL and Ekko & Sidetrack)
- Fixed a case where some players in North America would always fail to accept a match on a server in Europe due to SDR choosing an invalid route
- Players who get kicked from official competitive servers for too many suicides will now be issued a competitive cooldown
- Adjusted the logic tracking player idle state to exclude round freezetime and timeout periods
- Chickens no longer interact with dropped weapons
- Sniper scope overlay no longer appears in tool viewports (such as Hammer)
MAPS
- Adjusted spawn location priorities for Premier and Competitive game modes in Anubis, Inferno, Mirage, Nuke, Overpass, and Vertigo.
Inferno
- Fixed community reported gaps in map and Trike model
- Raised plywood at top of Banana to cover head visibility
- Smoothed ground movement in Banana and Bombsite A
- Raised Arch exit towards Mid (or "Raised arch in Arch")
- Removed bench at Arch near Library
- Removed construction cone at Underpass
WORKSHOP
- Fix lightmaps being capped at 4k resolution in CS2 Workshop Tools
- Updated sticker inspect to support wear in 0.1 increments to match sticker scraping
- Added roughness texture to foil stickers in the Item Editor
- Updated help system for new sticker features
Update CS2 28-2-2024
Ya que están tocando lo de las desconexiones, a ver si han arreglado lo de poder dupear defuse kits al desconectarte y lo de perder todo lo comprado.
Spawn position is no longer randomly determined when a player reconnects to a server during freeze time. The spawn point sequence is now configured at the beginning of the map and is saved/restored from round backup files
Me estás diciendo, que puedo configurar dónde salir con un fichero?
#4 menos rng al aparecer, pero han quitado también muchos humos instantáneos, y ya no va a ser posible ir rápido a banana en B de Inferno.
Parece que a raíz de esta última update, dan micro-freezeos con cpu AMD.... confirmarme o desmentir si es cierto.
No entiendo a Valve.
Ponen 5 spawns en la mayoría de los mapas (que me parece lo ideal) cargándose una posible aletoriedad.
Pero en Anubis que ya tenía 5 van y te meten 6 extra.
Pues no se si es placebo pero yo tras esta update noto el juego más fluido y parece que he ganado algo de rendimiento.
#8 pues porque antes había un spawn de B al lado del pilar del arco. Ahora es así:
Aunque no está mal, se acabó lo de aparecer en la furgo xd será más consistente.
#9 imagino que al ser el mapa más nuevo no tienen suficientes estadísticas para ver cómo son más nivelados y han puesto más para pillar datos
Luego igual miden las entrys desde cada punto o vete a saber. O igual no porque me lo estoy inventando sobre la marcha
Otra actualizacion tocha y una mas de nvidia y otra vez el juego injugable, me va todo el tiempo a tirones.
Da igual lo que actualicen, para mi el juego está en la mierda. Gente matando corriendo o mientras está empezando a parar, se premia el no estarse quieto ni un segundo. La gente con % de headshot en casi todas las partidas entre 60 y 90% en face it en nivel 8, el awp totalmente inconsistente... Da bastante asco el juego.