Counter-Strike: Global Offensive/Limitations: Difference between revisions
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{{lang|CS:GO Bugs}} | {{lang|CS:GO Bugs}} | ||
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===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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===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. | ||
</onlyinclude> | |||
{{pov}} | |||
[[Category:Counter-Strike: Global Offensive]] | [[Category:Counter-Strike: Global Offensive]] |
Revision as of 19:53, 12 April 2023
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.
- sv_disable_motd is hidden cvar, it must be changed with sourcemod.
- 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.
- 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 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.
- func_precipitation doesn't work in instances.
- Can't activate infodecal.
- 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.

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