
Valve udgiver stor opdatering med fokus på subtick-problemer
Det har længe været udskældt, og nu kommer første større opdatering til et af de største problemer ved det nye CS2: subtick.
Ved annonceringen af CS2 blev det nye subtick slået stort op, men det har ofte medført frustrationer for spillere, der eksempelvis kan opleve at blive skudt, efter at man har flyttet sig om bag et objekt.
Prospillerne har også været ude at kritisere det nye CS2, hvor særligt subtick og manglen på 128 tick servere har været udskældt.
Men natten til torsdag har Valve frigivet en opdatering, hvor særligt subtick er i fokus.
Her har Valve blandt andet ensrettet måden, at visuelle og auditive input bliver bearbejdet og gengivet på. Fremover bliver de gengivet på den følgende frame i spillet, hvorfor man altså med stor sandsynlighed kan undgå ting som dette.
Desuden har Valve også igen tilladt hold på fire at queue Premier-matchmaking. Samtidig har Valve fjernet muligheden for, at hold på fire kan kicke den femte spiller, som solo-queuer.
Læs hele opdateringen her:
GAMEPLAY
The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height
MATCHMAKING
Parties of four are now able to queue for Premier mode
Added vote-kick immunity for solo players who get matched on the same team with a party of four players
Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode
AUDIO
Reduced the maximum audible distance of grenade bounce sounds
Improved occlusion filter quality
Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
Changed jump land sounds to have the same maximum audible distance as footstep sounds
Changed volume falloff curve of jump landing sounds to better convey distance
Improved molotov extinguish effects to sound better when multiple are playing at once
Brought back spark sound feedback when bomb defuse is cut short due to player spinning
Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds
MAPS
Mirage
Fixed clipping on bench in palace
Lowered the height of box on A site to match CS:GO
EFFECTS
Improved performance of blood effects at close range
Improved bomb light visibility from back of bomb
Reduced muzzle flash during quickswitch from scoped rifles
Reduced the strength of the kill streak HUD effect after five kills
CSTV
Added setting "tv_record_immediate" to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tv_record is executed on the server. If the setting is disabled then content will start recording from tv_delay earlier
CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting "tv_record_immediate 1" and executing "tv_record" at the moment when recording should start
MISC
Adjusted wear values of some stickers to better match CS:GO
Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
Improved quality of 'Performance' HDR rendering mode
Enabling the upload of workshop maps for Wingman mode




























