Counter-Strike: Global Offensive: Difference between revisions
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{{Confirm|Counter-Strike 2 will be released soon, which might replace CS:GO or released as separate game with CS:GO only receiving minor updates without Source 2 backported features, is this still the case as of today?}} | {{Confirm|Counter-Strike 2 will be released soon, which might replace CS:GO or released as separate game with CS:GO only receiving minor updates without Source 2 backported features, is this still the case as of today?}} | ||
== Limitations == | == Limitations/Bugs == | ||
{{Warning|Doesn't have [[w:Level of detail (computer graphics)|level of detail]]...}}[https://www.youtube.com/watch?v=urlvnXlRmoI&t=775s See YouTube video for the issue.] | {{Warning|Doesn't have [[w:Level of detail (computer graphics)|level of detail]]...}}[https://www.youtube.com/watch?v=urlvnXlRmoI&t=775s See YouTube video for the issue.] | ||
{{Confirm|Randomization of textures work differently which makes maps more difficult to port from {{cs|4}}.}} [https://www.youtube.com/watch?v=yA5NJOtXhg8&t=547s See YouTube video for the issue.] | {{Confirm|Randomization of textures work differently which makes maps more difficult to port from {{cs|4}}.}} [https://www.youtube.com/watch?v=yA5NJOtXhg8&t=547s See YouTube video for the issue.] |
Revision as of 10:31, 13 April 2023
Counter-Strike: Global Offensive is the sequel to Counter-Strike: Source, running on the CS:GO engine branch. Originally started as a port of Counter-Strike: Source for the Xbox 360, it was later expanded and eventually turned into a new Counter-Strike game.
Technology-wise, Cascaded Shadow Maps has been implemented, wherein outdoor lighting (which was previously handled by a light_environment entity and produced only static lighting) now casts harsh, directional shadow maps similar to env_projectedtexture.
A console version of CS:GO (for Xbox 360 & PlayStation 3) is also available, but as of 2013, it is no longer received any major updates.
On December 6, 2018, the game became free-to-play and introduced a new battle royale game mode called "Danger Zone".
A upcoming sequel and upgrade to CS:GO, called Counter-Strike 2 is planned to be released in Summer 2023.
Features
Counter-Strike: Global Offensive has:
- Real-Time outdoor shadow mapping using the env_cascade_light entity
- Similar to env_projectedtexture, used to render harsh, dynamic outdoor shadows
- Light-mapped Ambient Occlusion
- Used to create Ambient Occlusion on Brushes/Displacements
- Map Workshop
- Used to download custom maps from the workshop
- Phong shading on Brushes (added 29 April 2015)
- Allows for the addition of Phong highlights on brushes lit by environment light
- Anisotropic reflection emulation
- Used on cubemaps to emulate anisotropic reflections
- Normal Map blending
- Used to blend together multiple normal maps
- OpenGL for Linux-based OSes or Mac[Clarify][confirm]
Source 2 and games like
Dota 2 and
Counter-Strike 2 don't.
There are apparently more planned Source 2 back-ported features to come soon.

Limitations/Bugs

See YouTube video for the issue.


See YouTube video for the issue.

See YouTube video for the issue.



See YouTube video for the issue.

See YouTube video for the issue. Link to Appuals page





See YouTube video for the issue.
This is the list of bugs in Counter-Strike: Global Offensive. Since CS:GO is no longer actively developed and maintained as of Jan 1, 2024, it is unlikely that most of the bugs will be fixed.
Player Movement
- Grenades may uphold airborne players. As seen here.
- Crouching is tied to tickrate shown here.
- Jump+Crouch (Crouch Jump) 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: If you shoot the 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.
- Unable to 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.
- Unable to 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.
- $lod is not supported or is broken.
Sound and Music
- Sounds played with ambient_generic play fully at the position that they were started at. They can't move.
- Since around 2017 (or possibly earlier with the introduction of Music Kit update as far back as 2014), nearly all of the CS:GO second soundtrack "valve_csgo_02" (with the exception of second menu theme), no longer plays, this issues is also carried over
Counter-Strike 2 during it's Closed Beta stage, aka Limited Test Release (until the release, which cuts the entire CS:GO soundtracks but still left unused in game files).
- List of the broken soundtracks: Defend the Bombsite, Black Market Guns, Team Selection, Storm the Front, etc...
Use GitHub in order to prevent duplicate or outdated bug reports at the wiki.
Content
- Counter-Strike: Global Offensive (
csgo
)
Game modes
Official Game Mode | Match length | Penalties for abandoning? |
Description of official Gameplay | |
---|---|---|---|---|
![]() |
Competitive
|
20-90 minutes | Yes | The classic game mode: Two teams of 5 players fight in a best of 30 rounds (Short Match: 16). In Bomb Defusal scenarios, Terrorists must plant a bomb at a target and defend it until it explodes - Counter-Terrorists must either stop them from planting or defuse the bomb before it detonates. In Hostage Rescue scenarios, Counter-Terrorists must find and escort a hostage - Terrorists must stop them. There are skill groups for ranked matchmaking so that ideally players are matched with enemies of a similar skill level. In unranked matchmaking, these skill groups are also regarded but not adjusted. |
![]() |
Wingman | 10-30 minutes | Yes | Like Competitive, but adjusted for 2v2 and for a smaller map or a map section, best of 16 rounds, rounds are shorter. |
![]() |
Casual | 10-20 minutes | No | Like Competitive but not binding ("casual"), with simplified and shortened gameplay: best of 15 rounds, shorter freezetime per round, no friendly fire, no team collision, free armor and free defuse kit/cutters. |
![]() |
Deathmatch
|
10 minutes | No | This is a single 10 minute round with instant respawns. The player's goal is to eliminate as many enemies as possible with whatever weapon they wish to use. Weapons are free and only rifles, SMGs, heavy weapons, pistols and the Zeus x27 may be bought. Players have a short invulnerability period to buy weapons before moving. |
![]() |
Danger Zone | 3-15 minutes | No | A Battle Royale mode played on big maps where players win by being the last man (or team) standing. The game starts with all players choosing an insertion point at which they rope down from a helicopter. There is a Danger Zone that starts from the map's borders and advances, making the playable area smaller and smaller and inflicting damage to players touching it. This game mode features numerous unique weapons and entities. |
War Games | ||||
![]() |
Arms Race | 5-10 minutes | No | This is a single extended round with instant respawn. All players start with the same weapon and get a new one each time they kill an enemy. The progression of unlocked weapons ends with the knife. The first player to get two kills with every weapon plus a kill with the golden knife wins the match. |
![]() |
Demolition | 10-20 minutes | No | This is a fast paced mix of bomb planting and gun progression. There is no buying, you start with a rifle and if you get a kill that round, you get a progressively weaker weapon in the next round. Best of 20 rounds. |
![]() |
Flying Scoutsman | 10-20 minutes | No | Like Casual but every player has a fixed loadout: A Scout and a knife. There is low gravity and no inaccuracy in mid-air, allowing higher and longer jumps and precise shooting, too. |
![]() |
Retakes | 5-10 minutes | No | Each round, 3 Terrorists spawn on a bomb site with a bomb being planted and 4 CTs spawn at fixed locations around it. Each player can choose a loadout card at round start. |
Built-in Maps
Weapons
New weapons include: Molotov grenades, which create a pool of fire in the ground, Decoy grenades, which create fake weapon sounds, and a taser melee weapon, the Zeus x27.
Later update of CS:GO also introduced weapons such as R8 Revolver, and much more.
Buy Menu
Pistol | SMG | Heavy | Rifle | Equipment | Grenade |
---|---|---|---|---|---|
Other
Knives | Miscellaneous | ![]() |
![]() |
![]() |
---|---|---|---|---|
|
Giving Weapons
To give yourself a weapon, you can use the cheat command give <entityname>
, which should spawn a specified weapon inside the executing player, for example give weapon_awp
. Knives and Danger Zone melees might instantly be removed by the game when they would spawn; To overcome this, one can use the command sequence give <entityname>; ent_fire <entityname> addoutput "classname weapon_knifegg"
(in one line!) so that the entity "becomes" an entity that is not removed by the game in the same tick. Note that some weapons have a different classname after being given, e.g. give weapon_axe; ent_fire weapon_melee addoutput "classname weapon_knifegg"
.
Map driven item giving can be done with game_player_equip. To equip weapons using VScript, a game_player_equip entity can be created, used and removed.
Manipulating Weapons
Weapons can be manipulated via I/O, e.g. with ent_fire, and even more using VScript. All weapon entities support the inputs Kill, SetAmmoAmount <int>, SetReserveAmmoAmount <int>, ToggleCanBePickedUp
, for example the command ent_fire weapon_ak47 kill
removes all AK-47s in the map. To give some inspiration, if weapon
is the VScript handle of a weapon entity, we can use weapon.Destroy()
to kill it, weapon.GetOwner() == null
to check whether it is dropped (true) or carried by a player (false), EntFireByHandle(weapon, "SetReserveAmmoAmount", "0", 0, null, null)
to remove its reserve ammo and much more.


"weapon_mp7"
after being spawned, so firing I/O events to weapon_mp5sd
won't have any effect because there is no entity with that classname. This problem can be bypassed in VScript: If we find an entity
with the classname "weapon_mp7"
, we can identify whether it is actually an MP5-SD or an MP7 by checking whether entity.GetModelName()
returns either "models/weapons/w_smg_mp5sd_dropped.mdl"
or "models/weapons/w_smg_mp7_dropped.mdl"
. Other entities whose classname changes on spawn are the USP-S, CZ75-Auto, R8 Revolver, M4A1-S, Rescue Kit, Wrench, Hammer, Axe and all knives except weapon_knife and weapon_knifegg.
External Links
See Also
- CS:GO Level Creation
- CS:GO Dedicated Servers
- CS:GO Game State Integration
- CS:GO Pick'Em and Fantasy Games
- CS:GO Match History
- CS:GO Economy Items
- Wikipedia entry for CS:GO
System Requirements
Last updated: 9 Apr 2023
Minimum: (?) | Recommended: (?) |
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