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. _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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