wickedplayer494
Account Details
SteamID64 76561198040048374
SteamID3 [U:1:79782646]
SteamID32 STEAM_0:0:39891323
Country Canada
Signed Up November 18, 2012
Last Posted November 14, 2024 at 5:55 PM
Posts 847 (0.2 per day)
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Windows Sensitivity 6
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1920x1080
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144hz
Hardware Peripherals
Mouse ASUS ROG Sica
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Headphones  
Monitor BenQ XL2430T
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#6 MAJOR TF2 update for 10/9/23 (Scream Fortress XV) in TF2 General Discussion

TF2 update #2 for 10/9/23 (10/10/23 UTC):

Via the Steam Community:

Valve- Updated the Constructor's Cover to fix an issue with the materials
- Updated zi_woods to fix missing Zombie Infection assets
- Updated cp_degrootkeep_rats to fix an issue with the xylophone triggers

Rumor has it:

- Size is close to 50 MB

posted about a year ago
#1 MAJOR TF2 update for 10/9/23 (Scream Fortress XV) in TF2 General Discussion

Via the Steam Community:

ValveScream Fortress XV has arrived!
- Featuring 12 new community maps: Perks, Slime, Lava Pit, Mannsylvania, Sandcastle, Spineyard, Corruption, Murky, Atoll, Woods, Sanitarium, and Devastation
- Added the Bone-Chilling Bonanza Case
- Contains 25 new community-created cosmetic items that make up the Bone-Chilling Bonanza Collection
- Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item
- Has a chance to give a taunt Unusualifier as a bonus item

- Added 4 new community-contributed taunts to the Mann Co. Store
- Taunt: The Crypt Creeper
- Taunt: Roar O'War
- Taunt: Neck Snap
- Taunt: Borrowed Bones

- Added 20 new community-created Unusual effects
- 13 new effects for Unusual hats
- 7 new effects for Unusual taunts

- All players who launch the game will receive a Soul Gargoyle if they don't already have one
- Grants access to Merasmissions and Halloween item transmutations
- Tracks Merasmissions completed and souls collected

- All Halloween Contracts have been reset, allowing them to be completed again
- Added new Contracts for this year's featured community maps
- Completing a Halloween Contract will give players a classic Halloween item and the chance for a Bone-Chilling Bonanza Case
- Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
- All cosmetic and taunt Cases will grant Halloween 2023 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
- Join Halloween matches by using the Special Events category in Casual
- Scream Fortress XV runs through November 7th, 2023

General
- Changes to help improve load times
- Fixed ghost_pumpkin effect not playing correctly for the Horseless Headless Horsemann
- Updated the Horror Shawl's second style to fix a problem with the materials
- Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox
- Updated pd_farmageddon to fix blood particles for the scarecrows
- Updated vsh_distillery and koth_cascade with localization fixes
- Updated arena_lumberyard_event and plr_hacksaw_event to fix problems with the materials

Rumor has it:

- Size is in excess of 700 MB - data capped users should be prepared to take action

-------------------

Valve will end its support of Steam on Windows 7 and Windows 8.1 in under 3 months, on 1/1/24, due in part to Chromium and its Embedded Framework also abandoning these platforms. Any future TF2 updates that moves the minimum Steam client version beyond the last one available for 7/8.1 will render it unplayable unless you upgrade Windows.

posted about a year ago
#1 Counter-Strike 2 update for 10/2/23 (1.39.5.4) in CS2 General Discussion

Via the Steam Community:

Valve[ GAMEPLAY ]
- Removed movement penalty on mud surfaces

[ GRAPHICS ]
- Fixed a bug with shader compilation when connecting to a server that was causing hitches after connecting. Note that these hitches may still exist on AMD GPUs; we are working with AMD to address this

[ ANIMATION ]
- Fixed a bug where knife slashing couldn't be interrupted with an inspect

[ MISC ]
- Various bug fixes and tweaks to weapon finishes and gloves
- Fixed a case where molotov/incendiary grenades would create a fire ring in the air
- Improved performance of molotov/incendiary fire extinguishing
- Various improvements to weapon dropping and throwing
- Various crash fixes

Rumor has it:

- There's also a round of new and updated translations made possible in part by contributions from Translators Like You - Thank You

- Size is ~90 MB (with Workshop Tools installed)

posted about a year ago
#1 Counter-Strike 2 update for 9/28/23 (9/29/23 UTC) in CS2 General Discussion

Via the Steam Community:

Valve[ SOUND ]
- Fixed missing win/loss/MVP music in Casual

[ GRAPHICS ]
- Put range clamps on r_fullscreen_gamma, r_texture_stream_max_resolution, and r_character_decal_resolution
- Fixed smokes not rendering correctly on AMD GPUs on Linux

[ ANIMATION ]
- Adjusted grenade throw animations to reduce view obstruction
- Fixed a case where players would float a few inches off the ground after spawning

[ MAPS ]
- Various bug fixes and tweaks to Mirage and Overpass

[ COSMETICS ]
- Various bug fixes and tweaks to weapon finishes and stickers
- Updated Phoenix Soldier balaclava from green to original red color
- Fixed missing pouches on certain SWAT agents

[ MISC ]
- Fixed a bug where loadout shuffle would never happen
- Increased clickable area of sellback buttons in buy menu
- Fixed a case where the death panel would stay on-screen after respawning quickly
- Disabled CSTV and demo recording temporarily to increase server availability so more people can play

Rumor has it:

- Size is ~550 MB (with Workshop Tools installed) - data capped users should be aware

posted about a year ago
#1 CS2 Limited Test update for 9/15/23 (9/16/23 UTC) in CS2 General Discussion

Via the Steam Community:

Valve[ MAPS ]
Office
- Adjusted the weight of the vending machine
- Various fixes

Ancient
- Various clipping adjustments

[ SOUND ]
- Tuned the vertical audio occlusion of grenade sounds in Nuke and Vertigo
- Adjusted ambient sounds in Office
- Adjusted silenced weapon falloff

[MISC]
- Fixed a case where an AK47 headshot would not deal lethal damage
- Adjusted nametag location for Shadow Daggers
posted about a year ago
#1 CS2 Limited Test update for 9/8/23 in CS2 General Discussion

Via the Steam Community:

Valve[ MAPS ]
Mirage
- Fixed a pixel boost on pillars in B bomb site
Nuke
- Fixed C4 falling out of the world in B bomb site
- Updated props
Italy
- Fixes to prevent players boosting out of playable space

[ MISC ]
- Added a C4 loadout slot for users who have C4 items with a name tag applied
- Audio mix tweaks and adjustments
- Fixed a case where roasted chickens fell through the floor
- hud_scaling is no longer imported from CS:GO. Note that players' hud_scaling will be reset to the default (1.0)
posted about a year ago
#1 TF2 update for 8/31/23 (9/1/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
- Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
- Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
- Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
- Updated the Beaten and Bruised cosmetic item
- Fixed a floating triangle when equipping the Ultra Violence style on Sniper
- Reduced the clipping for Soldier and Sniper

- Updated Clubsy The Seal to be an assister in Pyrovision
- Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
- Updated/Added some tournament medals
- Updated Taunt: The Head Doctor
- Fixed skinning on lower LODs
- Fixed team coloring for both teams
- Adjusted animation to reduce prop clipping

- Updated Taunt: The Road Rager
- Fixed skinning on lower LODs
- Adjusted animation on wheels to better match character movement

- Updated pd_selbyen
- Fixed door stuck exploit
- Major optimization improvements (thanks yrrzy!)
- Added/moved some func_occluders
- Hinting adjustments
- Added skyboxes and func_areaportals to separate areas better
- Added func_areaportalwindows to unload spawn building interiors
- Turned some small brushes into func_details
- Adjusted some prop fades
- Fixed slight misalignment of the yellow center buildings roof structure
- Better lighting under the docks
- Minor detailing changes

- Updated cp_steel
- Added additional clipping where needed
- Fixed some windows clip and trip spots
- Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
- Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
- Updated map menu images to the present day (1970)
- Reduced one-way door speed to stop ejecting players into orbit
- Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
- Fixing some props that fade too early
- Moved medium healthpack to the side between D->E to avoid accidental pickups
- Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession

- Updated koth_synthetic_event
- Brightened and evened out lighting in play space
- Fixed missing soundscape
- Fixed missing detail sprites
- Minor detail changes

- Updated pl_venice
- Added new exit for initial Blu spawn
- Added new balcony outside Attic room above Point B
- Added new balcony inside near Point D
- Moved door on balcony near Point A (Thanks Billo)
- Bridges now have solid side walls
- Raised bridge is now less steep
- Small building next to raised bridge is now taller
- Added cover at Point C
- Slightly adjusted balcony above Point D
- Fixed being able to place turrets above Point D
- Initial Blu spawn doors now close
- Replaced fences at Blu spawn with buoys
- Removed some interior props near Point D
- The payload now sinks
- Moved some health and ammo around
- Updated navmesh
- Lots of minor bug fixes
- Lots of minor other changes

- Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
- Failing to capture the point in 3 minutes after it opens results in Stalemate
- Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
- Hale's abilities now get affected by Vaccinator resistances
- Fixed Ubercharge rate bonus applying only with the Ubersaw
- Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
- Fixed Natasha and Huo-Long Heater having incorrect damage penalty
- Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.

- Updated vsh_skirmish (additional changes)
- Fixed an out of bounds exploit
- Fixed not being able to wall climb certain trees in the main arena

Rumor has it:

- Size is close to 175 MB

posted about a year ago
#1 TF2 update for 7/27/23 (7/28/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Add ConVars to control Mann vs. Machine team limits on community servers
- tf_mvm_defenders_team_size
- tf_mvm_max_connected_players

- Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
- Fixed names/descriptions for the most recent HugsTF medals
- Updated VSH to use maxrounds instead of winlimit

- Updated pl_venice

- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random)
- Moved 1st Red spawn further away into a new room
- Added new upper entrance into building next to Point A (thanks Delila)
- Added new exit from 2nd Red spawn room
- Moved a building entrance near Point A to a new walkway area above
- Removed upper entrance and Point C routes in building next to Point B
- Added new raised position at the main open inside area between Points C and D
- Added new route near Point D
- Added new cubby spot at Point D
- Removed part of the balcony at the final Point
- Widened door between 2nd Blu spawn and Point B
- Removed a door to upper room near first Blu spawn & connected the balconies
- Opened section of the building next to Point C for faffing and uber charging
- Altered the underneath of the balcony at the building next to Point C
- Tweaked roof area near Point B to make it easier to counter
- Tweaked walkway between Points A and B
- Added some minor cover near Point A
- Lowered railing at above position near Point C for Turrets
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed engineer building & added smoother clipping on the raised bridge
- Added/removed/moved some health & ammo

- Art
- Improved lightmap scale across the map to produce nicer shadows
- Increased saturation and slightly adjusted style of some materials
- Expanded the 3d skybox and made it viewable from more locations across the map
- Fixed flag models
- Made certain areas feel less like empty spaces

- Misc
- Fixed strange missing texture error in middle connector
- Fixed error in soundscapes
- Added more direction signs across the map
- Fixed misaligned payload particles
- Boat near first Blu spawn has drifted off into the distance
- Other minor changes
posted about a year ago
#9 TF2 update for 7/25/23 in TF2 General Discussion

A previous version branch was put up earlier in the evening named "pre_07-25-23_demos" for those who need it. Currently holding off on mentioning it on Twitter/X/whatever the hell the Muskrat wants to call it right now due to tornado-capable severe thunderstorms, but I figure I might as well mention it here sooner rather than later since you guys are most impacted by POV demo breakage.
https://steamdb.info/app/440/history/?changeid=19676660

This does come at the cost of the "pre_smissmas_2022_demos" previous version branch, however, and it also appears that the "pre_jungleinferno_demos" branch was deleted and then re-made, so there's a sliiight chance if you were on that branch you may have been kicked off of it and may need to go opt in to it again. https://steamdb.info/app/440/history/?changeid=19676640

Edit: correction, the pre_jungleinferno_demos is in fact gone too. It was re-made, and then removed a bit under 45 seconds later. You'll have to resort to using DepotDownloader and throwing period-correct manifest IDs at it for those two if you still need access to those builds.

posted about a year ago
#1 TF2 update for 7/25/23 in TF2 General Discussion

Via the Steam Community:

Valve- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
- Fixed a crash that can occur when changing from VSH to another map
- Fixed a crash that can occur related to MP3s on VSH maps
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
- Fixed a crash when going between two sv_pure servers with maps packing custom content
- Fixed changing model detail setting or using r_flushlod not always taking effect
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
- Fixed custom particle overrides not being reloaded on servers without sv_pure
- Fixed game mode descriptions for some of the summer map stamps
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
- Updated/Added some tournament medals

- Updated cp_altitude
- Increased size of C capture area
- Reduced initial round timer from 6 to 5 minutes
- Increased max round timer length from 6 to 8 minutes
- Increased Blu respawn wave time on A from 3 to 4
- Increased Red respawn wave time on C from 8 to 9
- Reduced Blu respawn wave time on C from 3 to 2
- Various visual fixes and adjustments

- Updated koth_cascade
- Various player and projectile collision fixes
- Various visual fixes and adjustments
- Adjusted resupply locker positions

- Updated cp_steel
- Fixed missing glass from bullet blocked windows
- Removed some more ceiling light collisions
- Improved clipping around B -> C building
- Small safety improvement to Blu flank balcony to B
- Some extra block bullets around B floor

- Updated pl_phoenix
- Increased Red respawn wave time on D from 8 to 9
- Fixed projectile collision bug around the payload elevator track
- Fixed a case where the payload cart could get stuck at the base of the elevator
- Various clipping fixes
- Various visual fixes

- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
- Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
- The Diamondback now gains 2 guaranteed crits upon backstab
- Hale's attacks now pierce through damage absorption of the Wrangler shield
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
- Fixed bugs related to Your Eternal Reward's on-backstab disguise
- Fixed Festive Eyelander not gaining heads on-hit
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
- Fixed Hale disappearing when the game tries (and fails) to gib him
- Both sides dying simultaneously now counts as Stalemate

- Updated vsh_skirmish (additional changes)
- Added a live feed to the office
- Improved clipping in multiple areas

Rumor has it:

- Playback of POV demos created before this update is broken. A previous version branch named "pre_07-25-23_demos" was put up by Valve early in the evening on 7/26/23 for those who want or need to view a demo recorded before this update
- To opt in, right-click on TF2 in your Steam library, then click Properties, then go to the Betas tab, and select pre_07-25-23_demos from the dropdown. (size when opting in is a bit over 225 MB)
- This does come at the cost of losing both the pre_jungleinferno_demos and the pre_smissmas_2022_demos branches however - the former was re-made for a very short while before being removed again. If you need either of these builds, you'll have to resort to using DepotDownloader and feeding it period-correct manifest IDs

- Size is ~210 MB

posted about a year ago
#1 TF2 update for 7/20/23 (7/21/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Added main menu character for the Summer event
- Fixed pd_watergate capture zone not working properly
- Fixed geometry collision issue with the Wildflower Meadows Unusual effect
- Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
- Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
- Fixed the Strange Filter prefix for pd_selbyen
- Fixed broken materials for the second style of the Cranium Cover

- Updated koth_sharkbay
- Fixed the flying boat
- Removed collision from seagulls
- Updated Map Stamp icons

- Updated koth_rotunda
- Aligned various textures
- Improved clipping slightly
- Raised gate to flank route for ease of access
- Aligned some props

- Updated cp_hardwood_final
- Fixed a crash affecting a small number of players
- Minor clipping adjustments throughout the map
- Minor lighting issues fixed throughout the map
- Adjusted areaportalwindow fade brush textures
- Adjusted collisions for some props

- Updated cp_steel
- More blockbullet /clipbrush swaps where needed
- Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
- Fixed more small unnecessary prop collision/clip removals
- Fixed blatant texture misalignment
- Addressed perch spot outside Red spawn on wood beam
- Closed some accidental holes in geometry
- Additional fixes to a sticky/shooting exploit through and under Red's E platform area
- Increased pit damage to kill some certain class loadouts in a single trigger
- Moved Blu spawns forward a little to previous distance
- Extended projectile blocker brush along the top side of the Blu spawn building's roof
- Fixed Sniper sightline into Red's first spawn points from E

- Updated koth_rotunda
- Aligned various textures and fixed cubemap issue
- Improved clipping
- Improved lighting and reduced visual noise on some textures
- Raised gate to flank route for ease of access
- Aligned some props
- Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
- Added missing collision to some props
- Sealed the map more

- Updated cp_sulfur
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Fixed a case where Blu could contest their own win
- Fixed a case where you could build a teleporter under a platform and become trapped
- Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
- Altered Red spawn positons to spread them out when defending main point
- Lowered Red's initial time to defend slightly
- Convinced the boiling water to properly scald people that are submerged below the surface
- Gravity density in the potplants has been correctly calibrated
- Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
- B can no longer be capped from the outside of the building
- Area under Point A can no longer be accessed
- Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these

- Updated pd_selbyen
- Fixed exploit that would let you build in spawn
- Seal will now select a random skin every time it teleports to the break room (3 possible skins)
- Adjusted oob seal animation timings
- Fixed seal swimming animation
- Added missing resupply cabinet on the Blu side
- Added some missing clipping that would let players build in undesirable places
- Fixed some floating windows
- Fixed some props clipping through stuff
- Fixed some displacements clipping through stuff
- Fixed some displacement seams
- Fixed some visible nodraws
- Fixed some z-fighting
- Various detailing additions

- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- TF_Bots now function in Versus Saxton Hale
- Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
- Fixed players dropping Player Destruction pickups
- Fixed Hale sometimes holding Necro Smasher or Sandvich
- Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
- By community request, added Pyro VSH lines, performed by James McGuinn
- Updated VSH voice lines for Spy
- "Behind you" and "Above you" now play exclusively for the player the line is addressed to
- Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
- Mad Milk recharge rate returned to stock value
- Demoman's Swords now deal less knockback than other melee weapons
- Demoman's Shields will now break when absorbing a Hale punch
- Fixed a bug relating to sending a class-restricted duel to Hale during Setup

- Updated vsh_skirmish (additional changes)
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map

- Updated vsh_distillery (additional change)
- Fixed crash when using mat_phong 0

Rumor has it:

- Size is ~450 MB - data capped users should be aware

posted about a year ago
#1 MAJOR CS2 update for 6/29/23 (6/30/23 UTC) in CS2 General Discussion

Via the Steam Community:

Valve[ GAMEPLAY ]
- Added Casual game mode.

[ SHOOTING ]
- Fixed rare cases where bullets would not follow spray pattern.

[ MAPS ]
- Added Nuke to Deathmatch, Casual, and Competitive game modes.
- Added Office to Deathmatch and Casual game modes.
- Removed Mirage.

[ AUDIO ]
- Added distance effects to all positional sound sources.
- Improvements to 3d sound processing.
- General mix tweaks and improvements.
- Fixed bug where sometimes sounds would not respect the occlusion values of surrounding geometry resulting in sources appearing closer than what they were.
- Fixed missing low frequencies at certain distances away from sound sources such as grenades and weapon fire.
- Fixed a bug where some sounds would be slightly louder or quieter depending on the listeners orientation.
- Added music cues to Match Accept and Loading screens.
- Added unique audio occlusion layer to help with vertical sound positioning in Nuke.

[ ANIMATION ]
- Grenades can now be inspected.
- Improved healthshot animations
- Improved inspect behavior for various weapons

[ MOVEMENT ]
- Fixed cases of unintended slow crouch/uncrouch.
- Bunny hopping feel should now closely match CS:GO running at 128 tick.
- Added convar sv_jump_spam_penalty_time to allow fine tuning of bunny hop feel.
- The readout for cl_showpos has been enhanced to show the maximum speed of the last 3 seconds; this number is in parenthesis on the 'vel' line
- Players can no longer jump at the end of warmup time

[ NETWORKING ]
- Sending game delta frames is now asynchronous, reducing dedicated server main thread CPU usage, thus reducing probability of dropped ticks.

[ MISC ]
- Fixed a case where a holstered weapon would be rendered on a dead player
- Added a team-agnostic equip icon for inventory/loadout item tiles
- When possible, switching to spectator mode will default to in-eye spectating
- Adjusted the transition between spectator chase cam and roaming cam
- Centered game mode text in the loading screen
- Removed "Best out of X rounds" from the loading screen
posted about a year ago
#1 CS2 update for 6/20/23 (6/21/23 UTC, 1.38.9.2) in CS2 General Discussion

Via the Steam Community:

Valve[ MISC ]
- Fixed a bug with the sell-back feature
- Fixed a few financial fun facts
- Adjusted the main menu position of CTs holding the Dual Elites
- Fixed tooltips sometimes staying up when you exit the loadout screen
- Fixed some texture streaming issues
- Various improvements to stickers
- Improved sound synchronization for the first bullets during automatic fire
- Fixed a case where the death panel would appear if killed during the end of match screen

[MAPS]
Mirage
- Various lightmap fixes
- Smoke clouds now pass through the metal rollup grating in underpass

[MOVEMENT]
- Fixed a bug that would cause the player to sometimes move too far forward
- Various bug fixes
posted about a year ago
#1 CS2 update for 6/15/23 (6/16/23 UTC, 1.38.9.0) in CS2 General Discussion

Via the Steam Community:

Valve[ MISC ]
- Fixed auto rebuy not working if you survived through the Deathmatch warmup
- Pressing the jump key to respawn in Deathmatch no longer results in an actual jump
- The buy menu now closes on right mouse button DOWN instead of UP
- Refunds are now correctly accounted for when tracking total money spent by user
- Fixed bad kerning in accolade descriptions
- Fixed a freeze/hang in Hammer
- The CS2 Workshop Tools convar helper page now has better descriptions
- Fixed aspect ratio for workshop submission screenshot
- Various improvements to the look of the M249, MP5-SD, Desert Eagle, Dual Elites, and Taser
- Added Zeus x27 to workshop submission weapon list

[ MAPS ]
Mirage
- Various map fixes
posted about a year ago
#1 CS2 update for 6/14/23 (6/15/23 UTC, 1.38.8.8) in CS2 General Discussion

Via the Steam Community:

Valve[ MAPS ]
Mirage
- Fixed a spot near bench that caused the server to lag
- Fixed various strange wallbangs
- Adjusted end of match screen

[ BUY MENU ]
- Fixed some edge case issues with sell back
- Buy menu color now matches cl_hud_color

[ LOADOUT ]
- Fixed edge cases with inspecting items
- Fixed a bad interaction between the acknowledge panel and inventory
- Fixed a glitch while refreshing the loadout tab
- Fixed some localization bugs
- Fixed various crash

[ MISC ]
- Fixed movement bug that would cause a slide along curbs in Dust II
- Flashbangs can be redeployed after thrown so that players can quickly throw multiple in sequence
- Reduced the single-frame flash effect when zooming out with sniper rifles

Rumor has it:

- There is also another round of localization file updates which are made possible in part by contributions from Translators Like You - Thank You

posted about a year ago
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