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.
>
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