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

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{{language subpage|title=CS:GO Bugs}}
{{Language subpage|title = CS:GO Bugs}}
__NOTOC__
 
===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].


*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 (Crouch Jump) will often result in a huge frame drop.
* 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 on <90° corners. They should not be hugging the wall. Maybe it's caused by the game miscalculating collisions.
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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.


*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.


*Enemies are shown on radar when starting server with the "-nobots" command line option.
* Enemies are shown on radar when starting server with the {{Command|-nobots}} command line option.


*Demos recorded using {{ent|tv_autorecord|1}} command are crashing game client.
* Demos recorded using {{Ent|tv_autorecord|1}} command are crashing game client.


*{{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.


* 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.
* 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.
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* Chickens do block bullets and view, possibly hindering gameplay in rare cases.
* Chickens do block bullets and view, possibly hindering gameplay in rare cases.


* {{ent|sv_grenade_trajectory}} only works for the server host.
* {{Ent|sv_grenade_trajectory}} only works for the server host.


===UI===
=== UI ===
* Overview bombsite icons align to the brush center rather than the overview txt.
* 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.
* Some HUD elements lose alpha between matches and may be retrieved by pressing {{key|Esc}} or the chat button.
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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.


*Unable to press buttons through [[clip]] brushes.
*Unable to press buttons through [[clip]] brushes.


* {{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.
* {{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.


* {{ent|func_precipitation}} doesn't work in [[instances]].
* {{Ent|func_precipitation}} doesn't work in [[instances]].


* Unable to activate {{ent|infodecal}}.
* Unable to activate {{Ent|infodecal}}.


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


* {{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}}.
* {{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 {{ent|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.


* 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.


* 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.
* The workshop publisher does not include {{Path|/resource/overview|<map name>_higher_radar.dds}} or {{Path|/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.
* No way to have [[decals]] on unsolid brushes.
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* [[$lod]] is not supported or is broken.
* [[$lod]] is not supported or is broken.


===Sound and Music===
=== Sound and Music ===
* 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.
* 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 "{{code|valve_csgo_02}}" (with the exception of second menu theme), no longer plays, this issues is also carried over {{cs2|4}}.
* 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 "{{Code|valve_csgo_02}}" (with the exception of second menu theme), no longer plays, this issues is also carried over {{cs2|4}}.
** List of the broken soundtracks: Defend the Bombsite, Black Market Guns, Team Selection, Storm the Front, etc...
** List of the broken soundtracks: Defend the Bombsite, Black Market Guns, Team Selection, Storm the Front, etc...

Revision as of 05:56, 6 May 2023

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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.
  • 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.

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.
  • 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|<map name>_higher_radar.dds]] or 🖿/resource/overview.[[<map name>_lower_radar.dds|<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 Counter-Strike 2.
    • List of the broken soundtracks: Defend the Bombsite, Black Market Guns, Team Selection, Storm the Front, etc...