Skip to content

[OUTDATED] 0.2.1-preview

Choose a tag to compare

@karola3vax karola3vax released this 13 Jul 02:13
Immutable release. Only release title and notes can be modified.

CS2FOW v0.2.1-preview

This hotfix stops player visibility culling from hiding independent gameplay entities.

What changed

  • Player visual groups now contain only the pawn, known carried weapons, wearables, and a currently carried hostage prop.
  • Planted C4 stays visible and keeps its ticking sound when the planter becomes hidden.
  • Dropped objectives, grenade projectiles, infernos, sounds, and unknown entities remain independent from the player who created or carried them.
  • Carried C4 still follows its carrier until it becomes the planted objective.
  • cs2fow_entity now reports only direct, explicitly known group members.

The LOS, movement and ping preload, smoke occlusion, HE smoke clearing, optional teammate filtering, lifecycle protection, and paired CheckTransmit behavior are unchanged.

Installing

  1. Install Metamod:Source.
  2. Extract the Windows or Linux core ZIP into the server's game/csgo folder.
  3. Optionally extract the official-map ZIP into the same folder.
  4. Load a map and run cs2fow_status.

Prepared artifacts

  • cs2fow-0.2.1-preview-windows-x86_64.zip
  • cs2fow-0.2.1-preview-linux-x86_64.zip
  • cs2fow-0.2.1-preview-official-maps.zip
  • SHA256SUMS.txt
  • v0.2.1-preview-manifest.json
  • CHANGELOG.md

The official-map bundle reuses the validated 23 map pairs from CS2 app build 24134959; the maps are repackaged, not rebaked. Final source and artifact hashes are recorded in the release manifest after CI.

Validation boundary

Automated tests verify explicit visual-group construction, quarantine, debug aggregation, CheckTransmit behavior, Windows/Linux builds, package contents, and the existing visibility systems. Live-server testing remains the authority for planted-bomb visuals, ticking audio, grenade independence, and engine-side entity behavior.