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Counter-Strike 2 is out now with Linux support

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Counter-Strike 2 from Valve is now officially out and comes with Native Linux support, so it's time to say goodbye to Global Offensive as it has been replaced.

"A free upgrade to CS:GO, Counter-Strike 2 marks the largest technical leap in Counter-Strike’s history. Built on the Source 2 engine, Counter-Strike 2 is modernized with realistic physically-based rendering, state of the art networking, and upgraded Community Workshop tools." — Valve

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Features:

  • All-new CS Ratings with the updated Premier mode.
  • Global and Regional leaderboards.
  • Upgraded and overhauled maps.
  • Game-changing dynamic smoke grenades.
  • Tick-rate-independent gameplay.
  • Redesigned visual effects and audio.
  • All items from CS:GO moving forward to CS2.

The updated Linux system requirements:

  • OS: Ubuntu 20.04
  • Processor: 4 hardware CPU threads - Intel® Core™ i5 750 or higher
  • Memory: 8 GB RAM
  • Graphics: AMD GCN+ or NVIDIA Kepler+ with up-to-date Vulkan drivers. Support for VK_EXT_graphics_pipeline_library highly recommended.
  • Storage: 85 GB available space
  • Sound Card: Highly recommended

Like the earlier upgrade to the Linux version of Dota 2, Valve also bumped it up to their latest "Steam Linux Runtime 3.0 (Sniper)", which should provide a big improvement to compatibility on modern Linux systems. From what developer Timothee "TTimo" Besset said on Mastodon, the Windows version has been thoroughly tested but significantly less on the Linux version so be sure to report any bugs you find.

Note: If you find you don't have any sound there's already a bug report with some suggestions to try.

Be sure to pop along to our Discord to chat about it, and be sure to leave a comment for those not on Discord.

Play for free on Steam.

Article taken from GamingOnLinux.com.
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42 comments
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Eike Sep 29, 2023
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Quoting: ljrkThat is indeed true! I just wanted to assert that "no wonder this breaks if you sandbox it" has little ground for argument if even the official Steam runtime uses sandboxing to increase portability ^^

It seems it wasn't the problem for CS2, but I do see people in the Steam forums from time to time who have problems they can solved by installing the native/pure/you-know-what-I-mean package. Often accessing other files/discs, but I think it also included sound. Sandboxes can sandbox stuff away you want. I'd bet Steam's Linux Runtime is built in a way that doesn't.
dvd Sep 30, 2023
I think this one loads faster for me than the old one. I also appreciate it being less gray.
Kithop Sep 30, 2023
Quoting: Samsai
Quoting: Kithop...really, the sound issue is because it's trying to hit ALSA natively? PulseAudio is... *checks notes*... 19 years old at this point. (GitHub issue link )

Though at least later on it sounds like it's from people using the Flatpak version instead of native - and yeah, that's the first thing I'd say for almost anyone: don't use Flatpaks for this. Use your distro's native Steam package as your first choice, and then move down the line to like, getting it direct from Valve or whatnot if they don't have one. Running Steam in Flatpak or Snap just sounds like a Bad Time. But hey, at least there's validation that the sandbox is, uh, sandboxing things!

...like your own app from a decent audio API... ;p

That's not how that works, the sandbox isn't just arbitrarily deciding to block a game from using ALSA (there's a bunch of other games that also use ALSA which work just fine). And, funnily enough, I tried it out on Flatpak Steam today and it seems to work fine, sound and all.

So, it's almost like the game either had regular launch problems or some setup-specific problems, but which weren't the fault of Flatpak. So, it seems your blame was misplaced.

I've admittedly never bothered with Flatpaks at all outside of the Steam Deck, and yes, there are potentially plenty of complicating factors, but multiple people had Flatpak issues; that's all I mean to reference, there. It sounds like it wasn't blocking ALSA, but access to PipeWire, so presumably there just needs to be some updated default configs upstream somewhere.
Samsai Sep 30, 2023
Quoting: Kithop
Quoting: Samsai
Quoting: Kithop...really, the sound issue is because it's trying to hit ALSA natively? PulseAudio is... *checks notes*... 19 years old at this point. (GitHub issue link )

Though at least later on it sounds like it's from people using the Flatpak version instead of native - and yeah, that's the first thing I'd say for almost anyone: don't use Flatpaks for this. Use your distro's native Steam package as your first choice, and then move down the line to like, getting it direct from Valve or whatnot if they don't have one. Running Steam in Flatpak or Snap just sounds like a Bad Time. But hey, at least there's validation that the sandbox is, uh, sandboxing things!

...like your own app from a decent audio API... ;p

That's not how that works, the sandbox isn't just arbitrarily deciding to block a game from using ALSA (there's a bunch of other games that also use ALSA which work just fine). And, funnily enough, I tried it out on Flatpak Steam today and it seems to work fine, sound and all.

So, it's almost like the game either had regular launch problems or some setup-specific problems, but which weren't the fault of Flatpak. So, it seems your blame was misplaced.

I've admittedly never bothered with Flatpaks at all outside of the Steam Deck, and yes, there are potentially plenty of complicating factors, but multiple people had Flatpak issues; that's all I mean to reference, there. It sounds like it wasn't blocking ALSA, but access to PipeWire, so presumably there just needs to be some updated default configs upstream somewhere.

That's after people started throwing "-sdlaudiodriver pipewire" at things, which isn't a very normal use case currently. Basically the only reason the game even has direct Pipewire support is because they use a really new version of SDL, and I bet Valve themselves have probably not tested the game with it. Most apps out there don't hit Pipewire directly but instead go through ALSA or PulseAudio. So, I am not super surprised if the Steam Flatpak doesn't expose the Pipewire socket by default because there has basically been no reason for it to do that. That'll probably change if apps start to rely on Pipewire audio, but that still seems pretty far away right now.
Marlock Oct 1, 2023
Quoting: Guestany competitive game requires a player to outspeed an opponent, what did you expect from a first person shooter?
mandatory pedantic reply: chess
sorry, i just couldn't resist

analog world jokes aside I did play "Sid Meyer's Civilization 2" and "Stars!", which both were turn-based and supported competitive multiplayer... Stars! even supported play-by-email, which is absurdly cumbersome compared to modern multiplayer gaming options, but was pretty cool in the era of 56kbps dialup internet

I also rather play slower paced games, mainly because my reflexes are horribly slow for anything else

And despite the rise in prominence of competitive online multiplayer realtime games like shooters, battle royales and whatnot there are popular modern takes for slower gameplay too (eg: League of Legends's non-rts offspring TFT)


Last edited by Marlock on 1 October 2023 at 6:22 pm UTC
14 Oct 1, 2023
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Quoting: Guest
Quoting: 14Last time I tried to play competitive twitch shooters like CS and CoD, which feel super arcade and depend on animal reflexes, it was simply frustrating and a bad time. Why make myself angry in my free time?

But now that there's a refresh, I will test the waters once more. We'll see....
any competitive game requires a player to outspeed an opponent, what did you expect from a first person shooter?
I've been better at other FPS. FWIW, back in the old days of BF1942, I was top 1% of the world. I can get MVP in other shooters when I'm "in the zone." CS never felt worth the adrenaline frenzy to me though.
dvd Oct 1, 2023
It's a cartoon right now, even more so than CS:GO was when it first launched on linux.
Brokatt Oct 3, 2023
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Quoting: WORMReally seems like Valve should have been testing on Linux. There's no reason the issues I've encountered couldn't be resolved before launch.

"-sdlaudiodriver pipewire" launch option fixed audio for me. Would really love it if the game launched on my primary display. If anyone has any ideas on how to fix that, I'm all ears. I'm using XFCE/Xfwm4.

If anyone else still wonders this fix worked for me to. I'm using Kubuntu 23.04
ElectricPrism Oct 3, 2023
So i spent 3 nights trying to figure out how to convert maps from csgo to cs2 on linux and the closest I got was turning bsp map files into vmf's using a tool here:

https://github.com/ata4/bspsrc/releases

There also seems to be a script "game/csgo/import_scripts/import_map_community.py" that can be combined with $USER installed python

`python -m venv $HOME/.python/`

`$HOME/.python/bin/pip install xyz-dependency`

`$HOME/.python/bin/python "$HOME/cs2/game/csgo/import_scripts/import_map_community_linux.py" "$HOME/csgo/csgo" "$HOME/csgo_maps" "$HOME/cs2/game/csgo" surf_ski_2_go_cs2 surf_ski_2_go -usebsp`

The directory separators need to be swapped out in the py, and the keycode for [ Enter ] to continue doesnt work for me so swapped it with 127 Backspace to run the script, and then I ran into a error of it trying to find a binary called `source1import`

Anyways -- it's been an interesting rodeo -- but I may have to try again later as I dont have a windows computer to test.

Also of particular interest is https://github.com/kristiker/source1import

I was able to use the scripts from utils to import, I am not sure how much the file structure has changed since they were written but I suspect they may contain hints about conversion -- in my case I attempted and imported GoldenEye Source maps

cd "$HOME/workspace/source1import/utils/"
python scripts_import.py   -i "$HOME/.local/share/Steam/steamapps/sourcemods/gesource" -e "$HOME/.local/share/Steam/steamapps/common/Counter-Strike Global Offensive" -b cs2
python particles_import.py -i "$HOME/.local/share/Steam/steamapps/sourcemods/gesource" -e "$HOME/.local/share/Steam/steamapps/common/Counter-Strike Global Offensive" -b cs2
python scenes_import.py    -i "$HOME/.local/share/Steam/steamapps/sourcemods/gesource" -e "$HOME/.local/share/Steam/steamapps/common/Counter-Strike Global Offensive" -b cs2
python models_import.py    -i "$HOME/.local/share/Steam/steamapps/sourcemods/gesource" -e "$HOME/.local/share/Steam/steamapps/common/Counter-Strike Global Offensive" -b cs2
python materials_import.py -i "$HOME/.local/share/Steam/steamapps/sourcemods/gesource" -e "$HOME/.local/share/Steam/steamapps/common/Counter-Strike Global Offensive" -b cs2



Last edited by ElectricPrism on 3 October 2023 at 10:39 am UTC
slaapliedje Oct 12, 2023
Quoting: Marlock
Quoting: Guestany competitive game requires a player to outspeed an opponent, what did you expect from a first person shooter?
mandatory pedantic reply: chess
sorry, i just couldn't resist

analog world jokes aside I did play "Sid Meyer's Civilization 2" and "Stars!", which both were turn-based and supported competitive multiplayer... Stars! even supported play-by-email, which is absurdly cumbersome compared to modern multiplayer gaming options, but was pretty cool in the era of 56kbps dialup internet

I also rather play slower paced games, mainly because my reflexes are horribly slow for anything else

And despite the rise in prominence of competitive online multiplayer realtime games like shooters, battle royales and whatnot there are popular modern takes for slower gameplay too (eg: League of Legends's non-rts offspring TFT)
Civilization 2 is still my favorite in the series. Built up a few old PCs just so I could play it in it's native environment, though it does work in Wine.
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