The Counter-Strike Major has come to Shanghai. Over the past month, teams from around the world challenged the best in their region for their spot in the Major. Now the dust has settled and 24 teams remain–perennial favorites, seasoned veterans, and more than a few newcomers. The Shanghai Major Hub is now open for business, […]
Kategori arkiver: CS
Counter-Strike
[] The Shanghai Major Hub is now available. Visit the hub to purchase tournament items, play the Pick’Em Challenge and more. Purchase a Shanghai 2024 Viewer Pass to receive an upgradable Shanghai 2024 Coin. With an active pass, you can upgrade your coin and earn extra souvenir packages by playing the Pick’Em Challenge. Additionally, you […]
[] Fixed a case where a disconnected player could cause a poltergeist CT model to appear in the middle of the map Player model of a disconnecting player should now immediately suicide when disconnect is detected instead of lingering for 10 additional seconds under certain conditions Fixed a case where damage prediction was incorrect due […]
[] Train Removed unintended boost in B halls Added grenade collision to out of bounds areas Fixed gap in world by longdog exit Added collision to B site broken ceiling Fixed collision type on oilcar in B site SE MERE
[] Fixed a bug where missing text for a user’s language wouldn’t fall back to English [] Train Fixed various collision issues including a higher fidelity for the orange train on B site Minor fixes on textures stretching Fixed various gaps in map Disabled player collision on radio Updated radio sound Added vphysics clip to […]
We’re happy to announce the return of the momentarily lost classic, Train. There’s plenty of classic Counter-Strike in every inch of this map—but we also made sure to mix up the gameplay a bit to keep you Train veterans on your toes. We also gave it a full visual overhaul, which means your favorite bleak […]
[] Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client […]
[] Fixed a case mid-spray where lag compensation wasn’t aware of the user’s “Buffering to smooth over packet loss / jitter” setting. Improved clock synchronization to better handle downstream jitter bursts. [] Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick […]
[] Various adjustments to bullet hit feedback. Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen. Jumping in place on a sloped surface will no longer result in players sliding a short distance. Fixed a bug where C4 could be defused from any height. […]
[] Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office. Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11. SE MERE