Counter-Strike 2

Counter-Strike 2

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Pre-Release Notes for 9/09/2016
[Gameplay]

- The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
- When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
- If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
- Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
- The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
- First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
- Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.

[Misc]

- Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
- Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.
http://blog.counter-strike.net/index.php/2016/09/15820/

You can hop into the beta by right-clicking the game in Steam, from the "Properties" and selecting the "Betas" tab.
Last edited by KillahInstinct; Sep 9, 2016 @ 3:47pm
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Showing 1-15 of 182 comments
Originally posted by KillahInstinct:
[Gameplay]

- The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
- When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
- If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
- Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
- The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
- First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
- Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.

[Misc]

- Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
- Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.
http://blog.counter-strike.net/index.php/2016/09/15820/

You can hop into the beta by right-clicking the game in Steam, from the "Properties" and selecting the "Betas" tab.
Can I play online (comp) with the beta? If so I'll try it out^^
bonna97 Sep 9, 2016 @ 4:05pm 
Originally posted by 🆂🆃🆁🅰🆆🅷🅰🆃:
Can I play online (comp) with the beta? If so I'll try it out^^

No, there aren't servers available apparently. It'll keep searching even with casual games. But maybe later.
MAJOR PLAYER XDDDDD (Banned) Sep 9, 2016 @ 4:21pm 
OHOHOH, ♥♥♥♥ REG FIX, THATS INTERESTING
finally a patch that actually improves the game
not an operation
not some sounds
but actually a patch
Last edited by MAJOR PLAYER XDDDDD; Sep 9, 2016 @ 4:28pm
bonna97 Sep 9, 2016 @ 4:29pm 
Originally posted by LONGINUS ZERWIMYCKA:
OHOHOH, ♥♥♥♥ REG FIX, THATS INTERESTING
finally a patch that actually improves the game
not an operation
not some sounds
but actually a patch

Not even a patch, its a beta test. Full patch will probably have more. ;)
MAJOR PLAYER XDDDDD (Banned) Sep 9, 2016 @ 4:30pm 
Originally posted by bonna97:
Originally posted by LONGINUS ZERWIMYCKA:
OHOHOH, ♥♥♥♥ REG FIX, THATS INTERESTING
finally a patch that actually improves the game
not an operation
not some sounds
but actually a patch

Not even a patch, its a beta test. Full patch will probably have more. ;)
i know i know
but maybe ill finally feel comfortable in MM and just know that i ♥♥♥♥♥♥ up (when you shoot 10 bullets close and see all the impacts directly behind the guy but 3 hits -85 or 2 hits - 52
hype is real
Last edited by MAJOR PLAYER XDDDDD; Sep 9, 2016 @ 4:30pm
frank Sep 9, 2016 @ 4:37pm 
Nice, thanks for that.
Could you please decypher that cuz I cant get a thing, except this:

– The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.

Does it mean that viral thing was a script for crouching or silent move or it was a case, so they fixed it?
Toyfan1 Sep 9, 2016 @ 5:08pm 
Just wondering;
Why is crouch spam such an issue?
I hardly see any chances that id be useful.

besides tbagging
dante Sep 9, 2016 @ 9:45pm 
Originally posted by adadad:
I was playing with some guys and they kicked me just cause i was a "sqeaker" or what ever and get a 7 day ban when i havent been kicked in like 16
days

Come on bro, take that somewhere else.

If I play the beta in casual am I able to still play normal nonbeta competitive?
xddd Sep 9, 2016 @ 10:11pm 
THE F U C KING CHEATERS AND UNNECESARY COOLDOWN! FIX THAT
Heisan (G) Sep 10, 2016 @ 1:29am 
128 tick incoming ?!?!?!?
Eagle Sep 10, 2016 @ 2:18am 
what about hacker
MAJOR PLAYER XDDDDD (Banned) Sep 10, 2016 @ 2:19am 
Originally posted by FaZe Eagle™:
what about hacker
everyone is going rampant over hackers though i have met like 2 previous month
first let them fix the game itself.
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Date Posted: Sep 9, 2016 @ 3:45pm
Posts: 182