CS2FOW 0.2.4-preview
CS2FOW v0.2.4-preview
This release supports CS2 build 24248951 and the current Metamod:Source/HL2SDK interface.
What changed
- Fixed CS2FOW commands and settings not registering after the July 17 CS2 tooling update.
- Tightened the upper viewing margin and changed ping preload to start at 48 units, add 10 units every 25 ms, and reach the 128-unit cap at 200 ms. Target-box side/top padding remains 8 units.
- Added automatic FFA detection through
mp_teammates_are_enemies. - Shortened the round-start lifecycle safety window from 3 seconds to 1 second and removed the extra 1.5-second visual warmup.
- Updated Visibility Studio to show two SAS models 256 units apart with the stationary runtime ray layout.
- Replaced velocity/lookahead prediction with an extra point driven by the player's held W/S or diagonal input, added a permanent feet point, and reduced rays by 37.5% to 62.5% per player pair.
The complete visual-group baseline, full-update handling, paired CheckTransmit masks, fail-open safety, ping-scaled shoulder and input-intention preload, smoke occlusion, HE smoke clearing, and optional teammate filtering remain in place.
Installing
- Update your CS2 server and Metamod:Source.
- Extract the Windows or Linux core ZIP into the server's
game/csgofolder. - Optionally extract the official-map ZIP into the same folder.
- Load a map and run
cs2fow_status.
CS2FOW intentionally refuses to activate when the loaded CS2 server binary does not exactly match its verified fingerprint. This is safer than guessing after a game update.
Prepared artifacts
cs2fow-0.2.4-preview-windows-x86_64.zipcs2fow-0.2.4-preview-linux-x86_64.zipcs2fow-0.2.4-preview-official-maps.zipSHA256SUMS.txtv0.2.4-preview-manifest.jsonCHANGELOG.md
The official-map bundle reuses the validated 23 map pairs from CS2 build 24248951; the maps are repackaged, not rebaked. Final source and artifact hashes are recorded in the release manifest after CI.
Validation boundary
Automated tests verify the Windows and SteamRT Linux builds, package contents, binary fingerprint data, and visibility systems. Live-server testing remains the authority for engine-side entity behavior.