Czech your Ammo
PLEASE NOTE - SOME MAPS HAVE BEEN REMOVED - MOST WILL BE RELEASED ON BI-WEEKLY BASIS REMASTERED - ZOMBIE UPDATE MID-OCTOBER
- Disabled Firefight, Last Man Standing, Last Team Standing and Kill Confirmed gamemodes -- These gamemodes require tweaking and will be disabled temporarily to help us focus on improving core gamemodes - Re-enabled facepaints, added several more - Fixed minor memory access violation errors - Fixed an issue when detail grass could be rendered to shadow twice - Fixed skybox renderer using invalid material to determine vertex format - Fixed skybox re-projecting dynamic effects - Fixed new dlight removing previous active ones when there are still free slots for dlights - Fixed a game crash related to multiple map restarts - Fixed explosion manifest not being unloaded - Fixed spawnableprops datatable not being properly cleared - Turned off "r_threadeddetailprops" for non-grass props - Improved treesway shader - Moved Conquest entity animations to client-side - Voice-over commands will now NOT be played when crouching and when no teammates are in proximity - Introduced new temporal reprojection to clouds in Procedural Sky -- Framerate should be more stable and slightly improved, while the resolution was upped 100% so the clouds appear more detailed -- Cloud speed restrictions are lifted, and cloud speed no longer impacts performance -- Clouds are now reprojected in RT cameras (such as sniper scopes) - Fixed sRGB conversion being applied twice to clouds - Moved motion blur past tonemapping stage to avoid doing an extra anti-aliasing resolve - Added ability to copy to/from part of an MSAA texture - Viewmodels now use stencil for masking out various post effects - Fixed unsharp blur not using correct texture offsets - States and ammo count of grenade launchers are now networked and synced with parent entity - Fixed an issue when static props without precompiled static light data never received correct lighting -- This should fix small props being pitch black in certain cases (maps require recompile) - Fixed a severe exploit related to player names -- Player names containing malicious characters will be marked as such - Fixed an exploit allowing voting for a map change to crash the server - Fixed viewbob camera height exploit (thanks blueasis for reporting!) - Fixed a crash related to bots shooting with "sv_infinite_ammo" enabled - Fixed an issue where bots could not use flare guns properly - Fixed bots running backwards or sideways - Fixed an issue with bots being kicked seemingly at random after a call vote passed - Fixed an issue when killing teammates with friendly fire on refilled your ammo - Fixed `trigger_audio` entity causing the played sound to loop after player's death - Fixed precaching of nonexistent weapon tracer effects - Fixed weapon draw animations breaking when switching from weapon that had no ammo - Fixed "givecurrentammo" command not giving underbarrel grenade launcher ammo - Fixed being able to lean while running - Fixed being able to sprint while aiming down sights - Fixed being able to reload grenade launchers, rifle-grenades and flare guns that were already loaded (thanks rexdasuspect for reporting!) - Fixed riflegrenades counting ammo improperly - Fixed inconsistent behavior when switching to underbarrel grenade launchers using slot and inv commands - Fixed emplaced weapons being able to bleed in certain situations - Introduced and/or improved multiple convars to allow greater gameplay customization, i.a.: -- mp_forcecamera, -- mp_radar_showall, -- sv_radar_display_shooters, -- sv_teamid_overhead, -- sv_disable_radar, -- sv_drawhud, -- sv_crosshair, -- sv_firstperson_death, -- sv_hitmarkers_enable, -- sv_hud_damagenumbers_enable, -- mp_weapon_self_inflict_amount, -- vietnam_grenade_adjust_fuze, -- vietnam_hit_sound_feedback, -- vietnam_ammobox_refill_scale_zm, -- vietnam_ammobox_regen, -- vietnam_medkit_regen, -- vietnam_spawnroom_outline_player, -- vietnam_spotting, -- weapon_near_empty_sound, -- weapon_reload_full_ammo, -- weapon_sniper_scope_breath, -- and many more! Check Advanced Game Settings when creating a game to see!
- Improved texel density (this removes visible texture resolution differences) - Improved overall graphics fidelity - Upscaled rock and cliff textures - Upscaled skybox tree textures (also matched colors) - Adjusted individual map grass ground color with grass sprite color - Reworked wood/bamboo props and textures - Fixed incorrect surface properties on several models - Fixed small gaps in several models - Fixed errors on several military vehicle textures and models - Improved urban debris and trash models - Remastered the following maps:
Depot
- Updated skybox to have a seamless transition between playable and non-playable areas - Fixed various skybox misplacements - Added more foliage and ground detail - Added experimental moving clouds
Siege
- Updated skybox to have a seamless transition between playable and non-playable areas - Added outdoor electricity lines - Added more foliage, bushes and flower pots - Added more ground detail - Added more ground and wall decals - Added additional market details - Improved detail at spawn areas - Clipped off truck at VC spawn to limit unfair out of bounds sightlines
Outpost
- Added more foliage, reworked out of bound areas above caves - Added more foliage and ground detail - Improved bamboo hut textures
Saigon
- Added a new playable indoor area - Added outdoor electricity lines - Added more foliage, bushes and flower pots - Added more ground detail - Added more ground and wall decals - Added additional market details - Improved broken concrete art
US Embassy
- Updated skybox to have a seamless transition between playable and non-playable areas - Improved shadowmap resolution on out of bounds areas - Improved staircase pillars visually - Added small detail to add cover for VC spawn - Disabled one elevator - Limited VC spawn abuse using explosives
Checkpoint
- Updated skybox to have a seamless transition between playable and non-playable areas - Added more foliage and ground detail
USMC Camp
- Updated skybox to have a seamless transition between playable and non-playable areas - Added more foliage and ground detail - Added new playable indoor areas
- Re-styled Main Menu and Pause Menu - Improved main game logo - Changed main menu background to be less flickery and more representative of the actual game - Improved Scoreboard styling - Improved styling of HUD Edge Positions and Advanced Game Settings popups - Re-ordered items in Settings submenus so they are grouped more logically, improved section headers - Fixed checkbox modal having improper styling - Improved dozens of UI icons - Fixed some UI elements pointing to nonexistent icons - Fixed Server Browser clipping bottom edges of icons in certain situations - Added connected players information when inspecting server information - Added many new options to Advanced Game Settings menu when creating a local game - Improved Workshop tab Help text in English and Polish - Improved various settings’ names in English and Polish, to more clearly convey what they do - Fixed secondary ammo counter always being drawn - Removed ability to call a vote from Pause Menu in Training gamemode - Updated Simplified Chinese, Traditional Chinese, Polish, Russian translations
- Introduced Czech weaponry, which includes: -- Uk vz. 59 general purpose machinegun -- vz. 24 bolt-action rifle -- vz. 52/57 semi-automatic rifle -- vz. 54 bolt-action rifle, alongside its sniper variant -- CZ 52 pistol - Small tweaks to revolver, shotguns, grenades and melee weapons stats - Improved particle effects for emplaced guns - Added barrel overheat effect for emplaced guns - Improved M40RR sounds - Improved dozens of weapon icons - Improved scope textures for PU, ART I, Meopta, Scope 4x20 - Fixed some texture errors in weapon stamps/rollmarks - Fixed magazine bodygroup for TUL-1 - Fixed mesh errors on several weapons - Fixed MAS-36 having invalid worldmodel for riflegrenade - Fixed invalid ammo count for underbarrel grenade launchers, especially visible when spectating someone - Fixed a bug in ammo panel for grenade launcher ammunition - Fixed grenade launcher reload animation being corrupted by draw animation - Fixed grenade launcher reload animation being interrupted by taking ammo from an Ammobox - Fixed inability to switch to/from grenade launchers in certain situations - Fixed inability to reload grenade launchers with "cl_autoreload 0" - Fixed ammo being created from thin air when picking up an empty grenade launcher - Fixed riflegrenades not being consistent in their stats and behavior - Grenade launchers no longer keep switching to another weapon on subsequent deploys - Underbarrel grenade launchers now use `clip` and `firerate` keyvalues from weapon scripts - Fixed animation blending error when having multiple weapons with UBGL and dropping one of them - Improved animations and/or reload timings for the following weapons: -- All launchers (rocket, grenade, riflegrenade, flare) -- All light machine guns -- All AK family and AK-derivative weapons -- All AR-15 platform weapons -- Stoner 63 rifle family -- All pistols -- Kar98k (all variants) -- StG 44 (all variants) -- BAR (all variants) -- M1903 Springfield rifles -- M1 Garand rifles -- M1A1 and M2 carbines -- L1 and L2 battle rifles -- M45 (all variants) -- M76 (all variants) -- UZI (all variants) -- PPSH-41 (all variants) -- PM-63 (all variants) -- Robust (all variants) -- K50M and K50M1A1 -- F1 SMG , M12 SMG and Owen Gun -- Type 64 SMG -- Zastava M56 -- M91 , M38 and vz. 54 rifles -- SKS and Type 63 rifles -- SVT-40 and AVT-40 -- vz. 24 (all variants) -- vz. 52 rifles -- vz. 58 rifles -- SVD -- MAS-36 and MAS-36 CR39 -- MAS-49 -- Lebel revolver -- Nagant revolver -- T223 , G3 -- Molotov
- Improved visibility of Barbedwire barricade - Fixed changing zombie difficulty not updating difficulty text on scoreboard and in server info - Fixed voting to restart the game allowing you to retain all weapons and purchasables - Fixed Deploy button not working - Fixed Zombie Shop not updating weapon info panel when upgrading, downgrading and selling an item - Added Prop counter inside the Zombie Shop UI - Switched Cost and Health info around in Wrench's Prop Selection Menu - Increased refund limit to 20 - Changed so Perks are not lost upon death - Changed so dropped items are cleared after at least one phase change - Improved Buffalo hitboxes - Small tweaks to zombie stats - Zombies should be now less likely to target props that are not on their path to the player - Added the option to refill turret ammo using an Ammobox - Dying during Interim Phase will not reset player’s inventory more reliably - Backend work for a new wave type
- Minor FGD tweaks - Improved procedural sky and cascaded shadow maps preview in 3D view - Engine post in lighting preview mode is now performed on entire screen in order to avoid unnecessary stretching and lowres artifacts - Added Enable and Disable inputs for `vietnam_conquest_area`, `vietnam_ctf_area` and `vietnam_domination_area` - Added SetOwner input for `vietnam_conquest_area` - Added OnFlagCapturing, OnFlagNeutralized and OnFlagContested outputs for `vietnam_conquest_area` and `vietnam_domination_area` -- NOTE: Domination gamemode is still under development, and it is discouraged to make proper maps utilizing this gamemode.
- Changed "-final" alias to set these parameters: -extrasky 16 -bounce 128 -staticpropsamplescale 8 -aofacesamples 128 -aopropsamples 36 -textureshadows -- NOTE: Setting these parameters higher manually will NOT yield better quality when compiling your map but will SIGNIFICANTLY increase your compile time.
- Added EXPERIMENTAL GPU portal flow calculation via "-usegpu" parameter. -- This option requires a DX11 compatible graphics card with more than 1GB of VRAM.
This announcement was originally published by Dustfade on Steam on Oct 2, 2026.
Open the original on Steam