Thursday, February 20, 2025

Counter-Strike: Source Gets Massive Update

Counter-Strike: Source, the 2004 successor to the legendary Counter-Strike 1.6, has been given a surprising refresh. A substantial update for TF2, coupled with the release of the TF2 SDK, appears to have prompted Valve to revisit several titles still running on the original Source engine.

The most notable improvement for Counter-Strike: Source is its long-awaited transition to the 64-bit version of the Source engine. This crucial change unlocks access to the increased RAM available in systems. By utilizing more than 4GB of system memory, the game should see increased stability and a noticeable boost in performance.

Counter-Strike: Source Gets Massive Update

Further enhancing the player experience, the update introduces a borderless windowed display option and UI scaling adjustments. These additions are particularly beneficial for gamers using high-resolution screens and multi-monitor setups.

Here is the official patch note:

  • Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
  • Added a borderless window option to video settings
  • Added bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)
  • Added radial fog (from Half-Life 2: 20th Anniversary Update)
  • Added support for Steam Networking
  • Added UI scaling for high-resolution screens
  • Made the default server name for listen servers include the player’s name
  • Made the game launch in native resolution by default instead of 640×480
  • Client-side prediction fixes (these fix ‘jank’/rollback in certain situations)
    • Fixed a bug where when unducking, the view could glitch out if the player doesn’t have space to unduck
    • Fixed gifts not randomly dropping when players are killed during the winter event
    • Added sv_autobunnyhopping so bhop servers can have this wanted behaviour with client-side prediction
    • Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
    • Improved prediction for walking on props and other entities
    • Made certain client-side entities only trigger local prediction errors
      • e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
    • Fixed prediction of viewmodel sway
    • Fixed a prediction error regarding weapon idle animations
  • Fixed certain breakable props not gibbing correctly
  • Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
  • Fixed the player’s base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
Aritra Patra
Aritra Patra
Aritra leads the editorial charge at TalkEsport. Away from the keyboard and deadlines, you can find him playing CS2, Valorant, and occasionally EA FC.
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