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

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(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 Removed some (outdated) bugs.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}}
==Player Movement==
===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].


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* 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.
* 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==
===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.


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* Votebox sometimes freezes.
* Votebox sometimes freezes.


==Entities==
===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.
*{{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.


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* Hard falloff and maximum distance of {{ent|light}} doesn't work.
* Hard falloff and maximum distance of {{ent|light}} doesn't work.


==Level Design==
===Level Design===
* The workshop publisher cuts off the map description when updating.
* The workshop publisher cuts off the map description when updating.


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* 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===
* Sounds played with {{ent|ambient_generic}} play fully at the position that they were started at. They can't move.
* Sounds played with {{ent|ambient_generic}} play fully at the position that they were started at. They can't move.


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

Revision as of 19:51, 12 April 2023

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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.