Counter-Strike: Global Offensive/Limitations: Difference between revisions
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==Gameplay== | ==Gameplay== | ||
*Grenades may uphold airborne players. As seen [ | *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]. | ||
*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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*Jump+crouch will often result in a huge frame drop. | *Jump+crouch will often result in a huge frame drop. | ||
*Enemies are shown on radar when starting server with "-nobots" command line option. | *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. | *Demos recorded using {{ent|tv_autorecord|1}} command are crashing game client. | ||
*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. | * 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. | ||
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* The workshop publisher cuts off the map description when updating | * 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 [ | * 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. | ||
* func_precipitation doesn't work in instances | * {{ent|func_precipitation}} doesn't work in instances | ||
* Can't activate infodecal | * Can't activate {{ent|infodecal}}. | ||
* Disabling prop_dynamic doesn't disable the hitbox/collision | * Disabling prop_dynamic doesn't disable the hitbox/collision | ||
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* de_vertigo: Player can fall in between 2 static props during typical gameplay at -2085 x, 358 y, 11840 z | * de_vertigo: Player can fall in between 2 static props during typical gameplay at -2085 x, 358 y, 11840 z | ||
* func_door and func_movelinear (probably more entities) don't do any damage to the blocking player (with enabled force block damage) if | * {{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}}. | ||
* ''Item item_assaultsuit fell out of level at *,*,*'' in console regardless of presence | * ''Item {{ent|item_assaultsuit}} fell out of level at *,*,*'' in console regardless of presence | ||
* No way to have decals on unsolid brushes | * No way to have decals on unsolid brushes. | ||
* Brushes made (while a vertex-complex brush is selected) won't align vertexes to grid | * Brushes made (while a vertex-complex brush is selected) won't align vertexes to grid. | ||
* (Light) hard falloff and maximum distance doesn't work | * (Light) hard falloff and maximum distance doesn't work. | ||
* 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== | ||
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* Votebox sometimes freezes | * Votebox sometimes freezes | ||
[[Category: Counter-Strike: Global Offensive]] | [[Category:Counter-Strike: Global Offensive]] |
Revision as of 22:04, 18 September 2021

This article or section should be converted to third person to conform to wiki standards.
Gameplay
- Grenades may uphold airborne players. As seen here.
- env_fires often don't appear in-game, hindering gameplay in some areas. Example - Car on Dust II
- Crouching is tied to tickrate shown here.
- 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.
- 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.
- Demos recorded using tv_autorecord 1 command are crashing game client.
- 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. 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.
Level design
- Flashes don't flash through the vent in cs_alley
- The block bullets texture doesn't block bullets.
- sv_grenade_trajectory only works for the server host.
- Chickens can block bullets, hindering gameplay.
- 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.
- models/props/de_train/hr_t/nuclear_engine_a/nuclear_engine_b.mdl bugs texture scales when in quickhide mode
- 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.
- func_precipitation doesn't work in instances
- Can't activate infodecal.
- Disabling prop_dynamic doesn't disable the hitbox/collision
- de_aztec: Helicopter sound doesn't move with trajectory of the model
- de_vertigo: Player can fall in between 2 static props during typical gameplay at -2085 x, 358 y, 11840 z
- 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
- No way to have decals on unsolid brushes.
- Brushes made (while a vertex-complex brush is selected) won't align vertexes to grid.
- (Light) hard falloff and maximum distance doesn't work.
- If a displacement is cut after being created it won't noise on Z,
Sound
None
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 ingame chat
- Votebox sometimes freezes