Auto Tournament

Ready Up changelog

Release notes for each version of Ready Up, the native CS2 server plugin.

Ready Up is the native CS2 server plugin that replaces Auto Tournament CS2. Newest first. Each entry is the GitHub release for that version. Docs.

v0.1.0-beta.3

2026-09-29 · Pre-release · Release on GitHub

Install with install.sh --channel beta (or --version v0.1.0-beta.3).

New

  • Plain-http platforms: insecure = 1 in cfg/ReadyUp/fleet.cfg, or ru fleet enroll [url] <code|key> --insecure, allows http:// to any host (explicit opt-in; the token travels unencrypted). insecure_dev still works. Without the opt-in, plain http is refused with a message naming both options. (#125)

Fixed

  • Enrolling over https and getting a ws:// address for the same host now connects with wss://. (#125)

v0.1.0-beta.2

2026-09-29 · Pre-release · Release on GitHub

Second beta. Install with install.sh --channel beta (or --version v0.1.0-beta.2). Pairs with Auto Tournament 3.0 betas and CS2 Server Manager 1.13.0.

Fixed

  • A server that comes back after the platform moved its match to another server now drops its recovered copy of that match, instead of playing a zombie copy with bots and a demo. (#120)
  • A pause no longer carries over into the next match on the same server. (#121)

New

  • The fleet hello reports which plugins are installed and which are turned off (plugins_state), so Auto Tournament can warn when a server lacks a plugin you picked. (#122)
  • Discord release posts mark betas and link the beta install command. (#119)

Under the hood

  • The live CI check runs on a csm instance (one shared CS2 install) instead of a separate full copy. (#123)

v0.1.0-beta.1

2026-09-29 · Pre-release · Release on GitHub

Ready Up is a match server for CS2 that runs without Metamod or CounterStrikeSharp. It is a small core that loads Ready Up plugins, and a set of plugins on top: the match flow, practice, admin basics, the link to the Auto Tournament platform, and a few optional extras.

It replaces the old Auto Tournament CS2 plugin. Every feature that plugin had is in Ready Up (docs/PARITY.md: 101 of 101 rows done). It works with the Auto Tournament platform, and on its own without one.

This is the first build we publish. It is a beta: use it for scrims, practice and test events, and keep your current setup for anything that matters.

What you get

Core

  • Loads straight from gameinfo.gi. No Metamod, no CounterStrikeSharp, no .NET.
  • Every hook it uses is checked against the current CS2 build in CI. If a CS2 update breaks something, Ready Up turns off the part that broke and logs why, instead of crashing the server. Each plugin says what it needs, and the core skips a plugin whose needs a CS2 build does not meet. ru selftest shows every hook and ends with PASS or FAIL.
  • Plugins can be switched on and off with ru plugin enable|disable <name>, and the choice is remembered across restarts.
  • A local status endpoint (/status, /stream, /health, /metrics) bound to 127.0.0.1. CS2 Server Manager reads it to show live matches and to avoid restarting a server mid-match.
  • Every player .ru command is admin-only unless you open it up.
  • Reads your Auto Tournament license key and the license answer from the installer, and shows their status. It never blocks anything.

With the Auto Tournament platform (ready-up-fleet)

  • One outgoing connection to the platform. Enroll with a one-time code or a fleet key; no RCON password, webhook URL or open port to set up.
  • The platform assigns matches over it, sees the live state and events, and sends admin actions, admin lists, server settings, whitelist, practice and roster changes back.
  • Demos stream to the platform while they record, resume after a disconnect, and are checked with a hash. The local file stays as the copy.
  • Round backups go to the platform every round, so a match can be restored to any round, or moved to another server and resumed there if this one dies.
  • Sends the server's public address so players get a working connect line.
  • Checks Steam for a required CS2 update every 30 minutes and tells the platform. Can be drained so it takes no new match.
  • Messages wait on disk and are sent again after a restart or a dropped link.

Without a platform

  • Scrims when the server is idle, ru match load <url|file> for a match config, practice mode, admins in a small JSON file. Demos are recorded and kept, and uploaded over HTTP only if you set an upload URL. Nothing waits for a platform.

Match (ready-up-match)

  • Ready-up with a HUD, .forceready, minimum ready per team, auto-ready, spectator ready. Substitutes don't count toward the ready total.
  • Knife round with .stay / .switch.
  • Tactical and technical pauses with limits, a pause after a restore, forfeit when a team leaves.
  • Round restore (.restore, .stop vote), and a match that survives a server crash or restart and carries on with its stats.
  • Overtime that follows CS2: sides, halftime swap and the end of each overtime block.
  • Coaches on CS2's own coach slot, team names and flags, whitelist of the roster.
  • Wingman, simulation mode, and an esports mode (ruleset valve) with Valve's defaults and named overrides.
  • GOTV demo per map, with upload.
  • Full player stats (kills, damage, utility, KAST, clutches, entry kills, trades ...), also on request with ru_match_stats.
  • .admin [message] lets a player call an admin. .rcon for the server's own admins, with dangerous commands refused.
  • Old round backups and demos are cleaned up (backup_keep_hours=72, demo_keep_hours=24; 0 keeps them). Files of the current match are never touched.

Practice (ready-up-practice)

  • .prac, .savepos / .loadpos, .spawn, .bot, .noflash, .god, .impacts, .traj, .solid, .break, .timer, .dryrun, best and worst spawns, .showspawns, .fas / .watchme.
  • Lineups: .savenade, .loadnade, .listnades, .deletenade, .importnade (codes from the old plugin import), and a global list for admins.
  • Rethrow: .rethrow your own last grenade, .throwidx any grenade from your history, or rethrow by type.
  • Pro round replay: .scen loads a recorded round from a demo. You play one of the ten players, from their position with their health, armor, money and weapons, and bots replay the other nine, including their smokes, flashes, HEs and molotovs. A bot takes over with its own AI once it sees you. A converter turns your own demos into scenarios. See docs/SCENARIOS.md.

Other plugins

  • ready-up-essentials-plugin: admins (admins.json), map change / reload / restart, Workshop maps with a download progress bar, default maps per mode.
  • ready-up-whitelist: only listed players may stay.
  • ready-up-deathmatch: free for all and team deathmatch with kill and time limits.
  • ready-up-addons: Steam Workshop addons on the server, without Metamod.
  • ready-up-skins: weapon paints, knives, gloves, agents. Not in the default bundle. Servers that change skins can be banned by Valve. Only install it on purpose.
  • ready-up-midas: a fun plugin that turns chosen players' weapons gold. Off by default and never active under the valve ruleset.
  • ready-up-hello: an example for plugin developers.

Coming from the old Auto Tournament CS2 plugin

  • Don't run both match plugins on one server. Take the old plugin off the server you put Ready Up on. Metamod and CounterStrikeSharp can stay if you need them for something else (Metamod's line goes first in gameinfo.gi).
  • Ready Up doesn't use the old RCON + webhook contract. It talks to the platform over the fleet link instead (Auto Tournament 3.0.0-beta.14 or newer). A platform keeps driving its RCON servers as before, so you can move one server at a time.
  • Commands and chat aliases from the old plugin work, including the practice ones.
  • There is no database. Ready Up keeps its data in small JSON files.

Licensing

Free for non-commercial use (PolyForm Noncommercial 1.0.0). For commercial use, every server running Ready Up needs a license, including spare, practice and test servers. The license never blocks or turns off anything. See autotournament.gg/pricing.

Known limitations

  • Beta. The platform link has been play-tested with bots (a Bo1 with overtime, streamed demo). Matches with human players are still being checked.
  • Of the 101 parity rows, 5 are proven on real servers over many matches; the rest are covered by tests.
  • The server drain state is kept in memory, so a restart clears it.
  • .loadnade can't turn your view (CS2 doesn't allow it); it prints the setang line to type.
  • Pro round replay: the bomb isn't planted and bots don't crouch, jump or shoot while they follow the recording.
  • Linux (linuxsteamrt64) only.

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