First. These are not modding community issues besides the cache limit.

The browser in game has no relevance to this mailing list.

Your qconnect issue isnt something can be magically fixed.

Everyone heard you the first time.

Spamming everyone doesnt help you.

<div>-------- Original message --------</div><div>From: Gamemann 
<[email protected]> </div><div>Date:09/12/2014  08:43  (GMT+10:00) 
</div><div>To: [email protected] </div><div>Subject: Re: 
[Csgo_servers] [CS:GO] Please help strengthen the modding     community 
</div><div>
</div>Since the CS:GO developers were at Dreamhack, I want to bump this post 
again.

Thanks.
On 11/24/2014 4:11 PM, Gamemann wrote:
Dear Counter-Strike: Global Offensive developers and server owners,

I need to address the current state of the modding community and why things 
must change. The modding community is lacking major functionality at the 
moment. First, I want to talk about how important the CS:GO modding community 
is. Counter-Strike: Source and Counter-Strike are still alive due to the 
modding community. Server owners put time and effort into creating servers and 
providing a unique gaming experience for players. Ever since CS:GO launched, 
the modding community hasn’t gone anywhere due to the modding community not 
having the right tools to prosper.

The first major issue in CS:GO is the unfinished community server browser. This 
issue has been discussed multiple times but Valve has been quiet about the 
issue. The community server browser will one day display 500-1000 servers and 
the next day display only 10-60 servers. These servers usually have a password 
or are Valve official servers. The CS:GO’s community server browser should be 
similar to CS:S’s community server browser where it will show all community 
servers (5000+ servers), with the default region set to “ALL”. It should also 
filter all Valve’s official servers since they will flood the server browser 
results. Many well-done community servers lack population and the unfinished 
community server browser is to blame.

    The next major issue in CS:GO is the “qconnect” attack. There have been 
servers down for months straight from the “qconnect” attack. Many communities 
have sent e-mails to Valve about the attack but no useful responses were sent 
back. These attacks disguise themselves as legitimate packets, therefore 
blocking the attack through the firewall blocks all legitimate traffic.         
  These IPs are spoofed, therefore we cannot filter per IP address through the 
firewall. The command “sv_max_queries_sec_global” doesn’t work correctly, when 
at a ridiculously high value (9999999999), the server doesn’t use extra CPU and 
rejects legitimate packets. The e-mail sent to Valve with more information is 
here: http://pastebin.com/kLKi6fjm

    The final issue is the model precache limit, usually the amount of models 
isn’t an issue, but the table includes materials. There           have been 
servers crashing with errors such as
“Warning:  Table modelprecache is full, can't add materials/XXXX.vtf”. There 
should be a separate material precache table for materials only. The limit at 
1024 maximum models/materials is not enough for the modding community and 
restricts the modding community from enabling unique features that worked fine 
in CS:S.

I hope these major issues can be addressed.

Thanks.


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