Counter-Strike: Global Offensive/Limitations: Difference between revisions

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m (Otherlang2 -> lang, update links, and should be third person.)
(Used more headings. Removed some (outdated) bugs. Added bug about diagonal walls.)
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{{lang|CS:GO Bugs}}
{{lang|CS:GO Bugs}}
{{pov}}
{{pov}}
==Gameplay==
==Player Movement==
*Grenades may uphold airborne players. As seen [https://gfycat.com/TemptingFortunateIrishredandwhitesetter here].
*Grenades may uphold airborne players. As seen [https://gfycat.com/TemptingFortunateIrishredandwhitesetter here].


*{{ent|env_fire}}s often don't appear in-game, hindering gameplay in some areas. Example - Car on Dust II
*Crouching is tied to tickrate shown [https://www.youtube.com/watch?v=HA-KCBTB9do here].


*Crouching is tied to tickrate shown [https://www.youtube.com/watch?v=HA-KCBTB9do here].
*Jump+crouch will often result in a huge frame drop.
 
* Players can get stuck on <90° corners. They should not be hugging the wall. Maybe it's caused by the game miscalculating collisions.
 
* Players can get stuck (stopped when in mid-air; sometimes they can even "hang" when holding movement and angles) on diagonal walls whose area is parallel to the z-axis (and not parallel to the x- or y-axis). If the wall is sloped just a tiny bit (no longer parallel to z-axis), this is no longer an issue.


==Gameplay==
*The weaponmodel sometimes doesn't change with gui if the weapon is switched at start of round.
*The weaponmodel sometimes doesn't change with gui if the weapon is switched at start of round.
*Can't press buttons through clip brushes (Bug?)


*It's no longer possible to join nearby public lobbies with offline status.
*It's no longer possible to join nearby public lobbies with offline status.


*Spectator's view occasionally appear that the other players are crouched when they aren't.
*Spectator's view occasionally appear that the other players are crouched when they aren't.
*Jump+crouch will often result in a huge frame drop.


*Enemies are shown on radar when starting server with the "-nobots" command line option.
*Enemies are shown on radar when starting server with the "-nobots" command line option.
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*{{ent|sv_disable_motd}} is hidden cvar, it must be changed with sourcemod.
*{{ent|sv_disable_motd}} is hidden cvar, it must be changed with sourcemod.
* Player can get stuck on <90° corners they should not by hugging the wall. I think it's caused by the game miscalculating collisions. [https://imgur.com/a/sUn9 Here is a vivid visualization.]


* When playing with a bot: You tag enemy, die and take control of the bot. The bot is awarded with an assist when the enemy is killed.
* When playing with a bot: You tag enemy, die and take control of the bot. The bot is awarded with an assist when the enemy is killed.


==Level design==
* Chickens do block bullets and view, possibly hindering gameplay in rare cases.
* Flashes don't flash through the vent in cs_alley


* The block bullets texture doesn't block bullets.
* {{ent|sv_grenade_trajectory}} only works for the server host.


* sv_grenade_trajectory only works for the server host.
===UI===
* Overview bombsite icons align to the brush center rather than the overview txt.
* Some HUD elements lose alpha between matches and may be retrieved by pressing {{key|Esc}} or the chat button.
* Pressing {{key|G}} to hide players on HUD while spectating significantly lowers fps.
* Language setting via Steam doesn't affect language.
* Steam username with ' is shown as "&apos;" in the chat in-game.
* Votebox sometimes freezes.


* Chickens can block bullets, hindering gameplay.
==Entities==
*{{ent|env_fire}}s often don't appear in-game, hindering gameplay in some areas. Example: Car on ''A long'' on the old Dust II.


* trigger_bomb_reset will reset the bomb while the player is in the trigger, but stays on top of the trigger as the player moves away.
*Can't press buttons through [[clip]] brushes.


* ''models/props/de_train/hr_t/nuclear_engine_a/nuclear_engine_b.mdl'' bugs texture scales when in quickhide mode
* {{ent|trigger_bomb_reset}} will reset the [[weapon_c4|C4]] while the player is in the trigger, but puts it floating on top of the trigger as the player moves away.


* The workshop publisher cuts off the map description when updating
* {{ent|func_precipitation}} doesn't work in [[instances]].
 
* The workshop publisher does not include /resource/overview/''map name''_higher_radar.dds or /resource/overview/''map name''_lower_radar.dds when packing the map. These files must be packed manually, using [https://www.tophattwaffle.com/downloads/vide/ VIDE] or another packing tool.
 
* {{ent|func_precipitation}} doesn't work in instances


* Can't activate {{ent|infodecal}}.
* Can't activate {{ent|infodecal}}.


* Disabling prop_dynamic doesn't disable the hitbox/collision
* Disabling {{ent|prop_dynamic}} doesn't disable the hitbox/collision.


* de_aztec: Helicopter sound doesn't move with trajectory of the model
* {{ent|func_door}} and {{ent|func_movelinear}} (probably more entities) don't do any damage to the blocking player (with enabled force block damage) if they passed through some {{ent|trigger_teleport}} to the destination by using {{ent|noclip}}, blocking damage works again for that player if they pass through any teleport by themself without {{ent|noclip}}.


* de_vertigo: Player can fall in between 2 static props during typical gameplay at -2085 x, 358 y, 11840 z
* ''Item {{ent|item_assaultsuit}} fell out of level at *,*,*'' in console regardless of presence.


* {{ent|func_door}} and {{ent|func_movelinear}} (probably more entities) don't do any damage to the blocking player (with enabled force block damage) if they passed through some {{ent|trigger_teleport}} to the destination by using {{ent|noclip}}, blocking damage works again for that player if they pass through any teleport by themself without {{ent|noclip}}.
* Hard falloff and maximum distance of {{ent|light}} doesn't work.


* ''Item {{ent|item_assaultsuit}} fell out of level at *,*,*'' in console regardless of presence
==Level Design==
* The workshop publisher cuts off the map description when updating.


* No way to have decals on unsolid brushes.
* The workshop publisher does not include <code>/resource/overview/<map name>_higher_radar.dds</code> or <code>/resource/overview/<map name>_lower_radar.dds</code> when packing the map. These files must be packed manually, using [[VIDE]] or another packing tool.


* Brushes made (while a vertex-complex brush is selected) won't align vertexes to grid.
* No way to have [[decals]] on unsolid brushes.


* (Light) hard falloff and maximum distance doesn't work.
* Brushes made while a vertex-complex brush is selected won't align vertexes to grid.


* If a displacement is cut after being created it won't noise on Z,
* If a displacement is cut after being created it won't noise on Z.


==Sound==
==Sound==
None
* Sounds played with {{ent|ambient_generic}} play fully at the position that they were started at. They can't move.
 
==UI==
* Overview bombsite icons align to the brush center rather than the overview txt.
* Some HUD elements lose alpha between matches and may be retrieved by pressing esc or the chat button.
* Pressing G to hide players on HUD while spectating significantly lowers fps.
* Language setting via Steam doesn't affect language
* Steam username with ' is shown as "&apos;" in ingame chat
* Votebox sometimes freezes


[[Category:Counter-Strike: Global Offensive]]
[[Category:Counter-Strike: Global Offensive]]

Revision as of 04:29, 19 September 2021

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Broom icon.png
This article or section should be converted to third person to conform to wiki standards.

Player Movement

  • Grenades may uphold airborne players. As seen here.
  • Crouching is tied to tickrate shown here.
  • Jump+crouch will often result in a huge frame drop.
  • Players can get stuck on <90° corners. They should not be hugging the wall. Maybe it's caused by the game miscalculating collisions.
  • Players can get stuck (stopped when in mid-air; sometimes they can even "hang" when holding movement and angles) on diagonal walls whose area is parallel to the z-axis (and not parallel to the x- or y-axis). If the wall is sloped just a tiny bit (no longer parallel to z-axis), this is no longer an issue.

Gameplay

  • The weaponmodel sometimes doesn't change with gui if the weapon is switched at start of round.
  • It's no longer possible to join nearby public lobbies with offline status.
  • Spectator's view occasionally appear that the other players are crouched when they aren't.
  • Enemies are shown on radar when starting server with the "-nobots" command line option.
  • Demos recorded using tv_autorecord 1 command are crashing game client.
  • When playing with a bot: You tag enemy, die and take control of the bot. The bot is awarded with an assist when the enemy is killed.
  • Chickens do block bullets and view, possibly hindering gameplay in rare cases.

UI

  • Overview bombsite icons align to the brush center rather than the overview txt.
  • Some HUD elements lose alpha between matches and may be retrieved by pressing Esc or the chat button.
  • Pressing G to hide players on HUD while spectating significantly lowers fps.
  • Language setting via Steam doesn't affect language.
  • Steam username with ' is shown as "'" in the chat in-game.
  • Votebox sometimes freezes.

Entities

  • env_fires often don't appear in-game, hindering gameplay in some areas. Example: Car on A long on the old Dust II.
  • Can't press buttons through clip brushes.
  • trigger_bomb_reset will reset the C4 while the player is in the trigger, but puts it floating on top of the trigger as the player moves away.
  • Disabling prop_dynamic doesn't disable the hitbox/collision.
  • func_door and func_movelinear (probably more entities) don't do any damage to the blocking player (with enabled force block damage) if they passed through some trigger_teleport to the destination by using noclip, blocking damage works again for that player if they pass through any teleport by themself without noclip.
  • Item item_assaultsuit fell out of level at *,*,* in console regardless of presence.
  • Hard falloff and maximum distance of light doesn't work.

Level Design

  • The workshop publisher cuts off the map description when updating.
  • The workshop publisher does not include /resource/overview/<map name>_higher_radar.dds or /resource/overview/<map name>_lower_radar.dds when packing the map. These files must be packed manually, using VIDE or another packing tool.
  • No way to have decals on unsolid brushes.
  • Brushes made while a vertex-complex brush is selected won't align vertexes to grid.
  • If a displacement is cut after being created it won't noise on Z.

Sound

  • Sounds played with ambient_generic play fully at the position that they were started at. They can't move.