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, complete with the Pick'Em Challenge, the Shanghai 2024 Viewer Pass, Souvenirs, Graffiti, and Team and Player stickers. 50% of the proceeds from tournament items are shared with players and organizations.
The Pick'Em Challenge is free to play, but if you want to upgrade your Shanghai 2024 Coin (and earn extra Souvenir Packages), make sure to activate your Viewer Pass before the event begins. You can also compare your Pick'Em performance to other friends with active passes on the Active Pass Leaderboard.
It's time to support your favorite teams. Place your picks, set your graffiti, mark your calendar and get ready, because the Shanghai Major is about to begin. May the best team win!
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 will show up on the Active Pass Leaderboard where you can compare your Pick'Em Challenge performance to your friends.
All players with Prime status can place Pick'Em picks for free! However, to complete challenges and earn rewards from an event stage, you will have to activate a Viewer Pass before that stage begins.
[ MUSIC KITS ]
A new music kit “Ay Hey” by Perfect World is now available for purchase in-game in standard and StatTrak versions.
[ GAMEPLAY ]
Added "sv_quantize_movement_input" setting, enabled by default, to keep players from using analog binds to move at fractional speeds that the game is not designed to handle.
In cases when servers toggle some game rules from competitive to deathmatch and back to competitive mid-match, the weapons will no longer disappear when dropped on the ground, but toggling game rules settings without reloading the map is not a generally supported workflow for community servers.
[ ANNOTATIONS ]
Added support for turning off text background
Added support for grenade types other than Smoke
Increased node limit from 100 to 300
Fixed annotation_delete_previous_node not cleaning up particle effects
[ MISC ]
Added ability to rent weapons from all previous CS:GO weapon cases.
Added policy settings to enforce client delta ticks order, namely sv_deltaticks_enforce and sv_deltaticks_log, which should help diagnosing configurations causing delta ticks out of order disconnects.
Fixed a case where an unlocalized #SLOT prefix could appear in chat.
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 to view angle changes mid-spray
Lag compensation now runs when shooting at teammates and mp_teammates_are_enemies is enabled even when mp_friendlyfire is disabled
[ UI ]
Fixed layout inconsistencies for ranks display and player profiles
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 Eastern European train yard is now 60% cloudier. With a chance of rain? We guarantee it.
So queue up and get ready to master the newest version of one of Counter-Strike's most iconic maps. Train is now available in casual and competitive game modes.
Overpass Updates and New Community Maps
Overpass has received a number of updates based on community feedback, and we're adding four new community maps to the game. Basalt returns to Counter-Strike 2 alongside Edin in casual and competitive game modes, and Palais and Whistle have been added to Wingman.
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 isn't yet aware of).
Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
Damage prediction is not active when you have high ping.
[ ANIMATION ]
Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
Fixed a case where legs weren't animating correctly while taking damage.
[ GRAPHICS ]
Added ambient occlusion for first person legs to better ground them in the environment.
Performance optimizations for molotov and incendiary effects.
[ GRENADES ]
Added axis labels to the grenade line-up reticle tick marks.
The grenade preview camera now shows the result of a jump throw while the jump button is held.
[ MAP GUIDES ]
Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
[ MISC ]
New game settings for radar map blending and background opacity.
Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
Fixed a regression with Chinese input via the Microsoft Input Methods.
CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
Charm Template number is now available in Charm descriptions.
[ MAPS ]
Train
Added Train to Competitive, Casual, and Deathmatch modes.
Community Maps
Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
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.
[ TELEMETRY HUD ]
Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick is missed due to network loss or jitter.
Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers.
[ ABOUT THE NETWORK QUALITY READOUT ] Prior to the Armory Update, the network quality readout in the telemetry HUD considered packets to be "bad" under two circumstances. 1.) If the packet was dropped. 2.) If the packet was delivered out-of-order and was not corrected at a relatively low layer in the network stack. This was not a useful metric for two reasons. First, it counted some misdelivery events as "bad" even though they did not negatively impact gameplay. This was especially a problem for packet reordering. Second, it was not counting as "bad" packets that arrived late due to network jitter and did negatively impact gameplay. After debugging many instances of gameplay hitches with players, we determined that jitter was causing problems for many players, who believed (quite reasonably) that their network was working perfectly, since there was no packet loss.
In an attempt to let these players know that jitter might be the cause of the hitches, we changed the measurement method in the Armory Update on October 2, 2024. Now, we counted a message as "bad" if it was lost, if packets arrived out of order in a way that could not be corrected, or if the packets experienced jitter above a threshold. For players on a network connection with significant jitter, suddenly the network quality indicator became significantly worse. Many players assumed that this meant that something had changed to introduce packet loss.
Unfortunately, this method of measuring quality was also flawed. The Source 2 Engine automatically adds buffering to smooth over jitter. For many players, these automatic adjustments are enough, and the indicator was counting jittered packets as "bad" even when there was not negative impact on gameplay.
Today's update changes the network quality readout to only measure network events that are negatively impacting gameplay. See the FAQ for more details.