A lot of issues here, some I didn't even know about until this email. I hope someone at Valve does take a look at this list.
On Mon, Dec 29, 2014 at 4:18 PM, Gamemann <[email protected]> wrote: > Dear Valve and others, recently, Valve released an update that fixed > the Counter-Strike: Global Offensive server browser, this was great for > community servers and we really appreciate it! While players are now > discovering well-made community servers, there are still issues, future > requests, and recommendations I want to share that if addressed, will > strengthen the CS:GO community. > > First, I want to talk about a major issue with community servers. > Community servers have been crashing since the 2014 Halloween update which, > from the crash traces, are caused by calls to the SlerpBones function. A > few crash traces can be found here: > > https://crash.limetech.org/6jxgu7ajkkdp > > https://crash.limetech.org/kvkk6phebljg > > https://crash.limetech.org/zfacuirpsxks > > https://crash.limetech.org/plf2gkrygqyw > > https://crash.limetech.org/sp2exjhm3o5m > > These crashes aren't caused by plugins (as you can see in the crash > traces, often happen without any initial SourceMod call). In order to rule > it out as the root of the problem, custom models have been recompiled using > the new player model's skeletons (with the required attachments and bones > for the Halloween masks). The crashes, however, kept occurring. This issue > is damaging to custom game modes that rely heavily on model changes at > arbitrary points of the game (zombie servers, for instance) because the > crashes will often flush away the player base. Another thing, it appears > the issue existed in the CS:GO beta, but since community servers had custom > player models for a while after the beta without any problems, it may have > been fixed: > > https://list.valvesoftware.com/pipermail/csgo_servers/2012-May/000781.html > > Sadly, the problem is back (or perhaps it is an unrelated one that happens > to be in the same spot) as of now. Despite not being entirely sure of when > the crashes occur, we have noticed that it seems to be related to either > blending animations after a player has its model changed or when players > are on moving entities and get their models switched. > > Second, I want to talk about a limitation with the community servers > in Counter-Strike: Global Offensive. There is a maximum speed/velocity > limitation that applies to the ground. Community developers attempted to > unlock this limitation but were not successful. (it seems to be hard-coded > somewhere) There is a plugin called Zombie Reloaded, which is a famous > plugin spread across many popular CS:S/CS:GO servers. This plugin has a > feature that knocks back zombies (players) when they are impacted by > bullets, but in CS:GO, this core feature does not work properly due to this > limitation. There is a work-around in CS:GO but it doesn’t feel enough like > CS:S which turns players away from CS:GO. This work-around sets the > zombie’s speed to a high value while being knocked back and resets their > speed back to normal when finished. The fact that when we set the zombie’s > speed to a high value and knock back works fine (we cannot keep this on > because the zombie will run too fast), leads us to believing there is a > maximum speed limitation with the ground. When a zombie jumps into the air > (off the ground), the knock back works well. I’ve done some testing with > the “sv_maxspeed” command, and concluded that knock back works with the > value set to -1500, but the zombie is knocked backwards, while the value is > set above 500, the knock back is too little. (due to the limitation) The > last thing is, when the zombie is knocked back, they will instantly come to > a stop when hitting the maximum speed limitation. (“cl_showpos 1” displays > the current velocity of the zombie, and the velocity doesn’t go above > 200.00 when being knocked back with intense force) It is difficult to find > where the problem lies in CS:GO itself, but I would first suggest raising > the “CS_PLAYER_SPEED_RUN” in the “_ZN9CCSPlayer17GetPlayerMaxSpeedEv” > function. (which is currently set to 260.00) > > Third, I want to talk about an issue in Counter-Strike: Global Offensive. > Players cannot join off their friends. The “Join Game” button is not > available, even if they are playing on a community server. Ever since the > CS:GO server browser was fixed, many players are discovering new servers, > and they ask/tell their friends to join them, but their friends cannot due > to this problem. Another thing I would like to talk about is the “View Game > Info” feature. Many other Source Engine games show the server information > (host name, player count, map, players list, etc), but in CS:GO, it shows > CS:GO as the game and the game’s current score. The current “View Game > Info” is fine for competitive servers, but it should give more details for > community servers. > > Fourth, I want to talk about an issue in Counter-Strike: Global Offensive. > If net graph is higher than one (and the server has > “sv_max_allowed_net_graph” set to higher than 1), the net graph is reset > back to 1 on map change. This small issue can bother server operators who > like running net graph 2-4 at all times. Net graphs higher than 1 show > server performance which is important to many server operators. > > Fifth, I want to talk about adding a new feature to community servers > in Counter-Strike: Global Offensive. In Counter-Strike: Source, players can > use sprays, which are images that are sprayed wherever your cursor is. (if > you are near a solid brush) The community loved this feature and many > players miss it in CS:GO. I understand not having this enabled for > competitive servers, but this feature should be added for community servers. > > Sixth, I want to talk about adding better chat color functionality in > Counter-Strike: Global Offensive. In Source Engine 2009 games > (Counter-Strike: Source, Team-Fortress 2, etc), hex color support in the > chat is available for plugins to use. In Counter-Strike: Global Offensive, > hex color support in the chat is not available for plugins to use. Users > who have played Source Engine 2009 games are stunned this isn’t available > in the newer Source Engine and would appreciate it if the chat color > functionality was improved. > > Seventh, I have a future request for Counter-Strike: Global > Offensive. Weapon sounds are too loud for many players, but the general > game volume is fine. The weapon sound’s volume should be decreased by > default and adjustable (a separate option) for players. Many players would > appreciate it if this request was implemented. > > Eighth, I want to talk about an issue that crashes clients in > CS:GO. When a client alt-tabs out of CS:GO and a map change occurs while > they’re alt-tabbed out of the game, when they alt-tab back in, CS:GO will > crash. I’ve enabled “condebug” in the launch settings and captured the > crash in a log file. (with “developer” set to 1) > http://gflclan.com/gamemann/crash1.txt > > As you can see, it spams lines and crashes the client. This issue bothers > players that regularly alt-tab out of CS:GO. I have a GeForce GTX 970 as my > video card, an Intel I5 2500K as my processor, and 8 gigabytes of DDR3 ram. > I am not the only person having this issue and I’ve tried fully > reinstalling the game but this issue still exists. This is only an issue in > full screen. (non-windowed) > > Ninth, I have a suggestion for Counter-Strike: Global Offensive. > Players do not like the fact that custom server/map sounds are adjusted > under “Music Volume”. Many players do not prefer to hear the CS:GO music > and adjust the “Music Volume”. There should be a “Custom Sounds” adjustment > option where players can control the volume of custom server/map sounds. > > Tenth, I want to talk about a few missing features in Counter-Strike: > Global Offensive. These features are “centertext”, “keyhint”, and “hudmsg”. > These features are available in other Source Engine games, but not > available in CS:GO. If these features are added, it will allow plugin > developers to show information on different locations of the screen. > > Eleventh, I want to talk about a missing feature in Counter-Strike: > Global Offensive. In other Source Engine games, the client supports > “DIALOG_ASKCONNECT”, but in CS:GO, the client doesn’t support > “DIALOG_ASKCONNECT”. There were a few plugins that relied on this feature > and the plugin developers would appreciate it if this feature was added to > CS:GO. > > Twelfth, I want to talk about a few small issues in Counter-Strike: > Global Offensive. One issue is you can’t type “!” in the chat while > running. This issue can be annoying depending on what community server you > are playing on. At times, there are game modes that require you to run, and > you may need to type a SourceMod command in the chat that starts with “!”. > Now, yes I know you could do this with “/” but most players are familiar > with the “!” character. The second small issue is at times, the “h” > character will stop working. You cannot type the “h” character in the chat > or console. Originally, I thought this was an issue with my client only, > but I discovered a few other players had this issue as well. There is no > pattern it when it stops working, only occurs randomly. > > Thirteenth, I have a future request for Counter-Strike: Global > Offensive. Not many players are familiar with the server browser and don’t > know how to add servers to their favorites. When a player first joins a > server, it should ask them whether they want to add the server to their > favorites or not. (saves and there should be a setting in the options menu > where it toggles whether to ask the player or not on new servers) Another > nice thing to add is a sidebar on the main CS:GO menu where it displays > favorited servers. > > Fourteenth, I have a future request for Counter-Strike: Global > Offensive. Currently, bullets do not go through teammates. There are a few > game modes that would work better if this was toggable server-side. There > should be a command to enable/disable bullets going through teammates. > > > > One of the last things I want to talk about is the maximum edicts limit. > The maximum edicts (2048) is not enough for the CS:GO community servers. I > know 2048 sounds very high and people will say servers shouldn’t be using > close to that number, but CS:GO alone takes up 300 edicts. While maps and > plugins are getting larger, the maximum edicts should be doubled (4096), > which allows community servers to enable larger features. A few well-made > maps ported from CS:S to CS:GO crash with an engine error (“No free > edicts”), due to CS:GO taking up 300 edicts alone and the map having too > much detail. > > Finally, I want to talk about the CS:GO model precache limit. The > limit is currently 1024 which is fine for models, but this table also > includes materials. Servers have been crashing with “Warning: Table > modelprecache is full, can't add materials/XXXX.vtf”. This issue restrains > the community servers from playing large maps with many materials and > models which can be played in Counter-Strike: Source fine. When > “dumpstringtables” is ran on one of my servers, I get these results for the > models precache table: http://pastebin.com/FMW3ruEK. > > Toward the bottom, you can see this table includes materials. My > suggestion is to keep the models and materials precache tables separate. > > Overall, I hope Valve can address these issues, future requests, and > recommendations. Valve and the community will both benefit if these are > addressed. I am willing to help with testing if needed. > > Thank you for reading. > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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