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#1 | |
![]() Join Date: Sep 2006
Reputation: 0
Posts: 81
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Here is an updated and cleaned up bug list. I'll endeavor to update it as frequently as I can. Thanks to Tristan8969 for maintaining the older thread and supplying most of the bugs.
1.Issues and Bugs 2.Exploits 3.Suggestions ______________________________________ 1. Issues and Bugs sv_pure Issue When you play on an sv_pure 2 server and then go to an sv_pure 0 server, some textures are missing and eventually result in the game crashing. See example here Net Code Issues Moving players have a reaction advantage to stationary players: Read here. Hit Box Issue If you shoot at another player, only the part of the model that is hit first takes damage. For example, if you're at an angle where the enemies hand is in the way of their face, you will only do the typical amount of damage when someone is shot in the hand. It will not register a headshot. Shadows and guns clip through walls An example of this is here. Flashbangs Sometimes it is possible for flashes to have no effect and one flash can overwrite another flash's blind amount. They are not recorded accurately on SourceTV and players are not blinded by flashes when viewing a SourceTV demo. When the person you're spectating gets flashed, if you start spectating someone else then your client will still be suffering from the flash effects. Grenade throwing animation An animation is played that shows the enemy throwing a grenade when the enemy is actually holding another weapon. Pistol crosshair bug When holding down +attack with any pistol, the crosshair acts as if it is a full auto weapon, and continually expands. Fix this bug by only expanding the crosshair on the first tick a +attack event is issued, then begin to collapse the crosshair. Pausing while planting a bomb If a player is planting a bomb and the game get paused, the plant is interrupted and the player must restart the plant. Numbers of packets Server should automatically return the same number of packets that he receives from each player. (Not sure why this is necessary, if someone can make this clearer for me that'd be great) Tick rate affecting door speed Doors open very slowly on 100 tick servers compared to 33 tick servers where they open very fast. Defusing Issues Defuse kits and smoke grenades places on or in close proximity to the bomb can interrupt the defusal. Other players can throw HE Grenades, Flash grenades and smoke grenades into the defuser's head and interrupt their defusal. Fishes in the pond on de_inferno can interrupt the defuse. Players can also defuse through solid objects (such as walls). POV colliding with walls It is possible for a player to angle themselves in a such a way that they can see through a small portion of an object. Another issue is in vents on de_nuke. Crouching, looking up and releasing crouch will momantarily allow you to see parts of the upper bombsite. See example here. HE Grenade Issues HE grenading another player and then killing them with another weapon shows as '*** in 1' in the console. The free frag bug When you die, you have 2seconds to switch to specators and to rejoin a team... it gives you a free frag (+1). Items missing when killed A player only drops 1 flash/nade/smoke when they die even if they still had 2 flashes. Movement and FPS A player with 100FPS can run faster than a player with the same weapon who has 30FPS. Blocking doors Doors can be blocked with kits/guns/grenades. Crosshair issues It shrinks and grows according to FPS, it gives players with lower FPS a disadvantage when they wish to control their recoil. The crosshair expands briefly after a -attack has been issued. This occurs quite commonly when firing 3 or 4 shot bursts with an automatic weapon. The crosshair will expand again, echoing the expansion that occured during the actual burst. To solve this, on the client, only expand the crosshairduring a +attack event, and never expand after a -attack. Tick rate affecting guns Changing the tick-rate of a server also affect the firing mechanisms of certain guns. This mainly happens with the AK47 and MP5 on low tick-rate servers (33). 'Vsync' mode on When you turn it on, it makes your radar map disappear and you can't get it back unless you delete a few files. (Not Verified) Fire extinguisher Issues Shooting a player through a wall by shooting through a fire extinguiser negates the effect of the wall and gives full damage. Demonstrated here near the end of the video. Blood decals are client side There can be instances where blood can appear on a player's face when they're shot at, even though they never took damage. Different teams hold weapons a different way Terrorist models hold their AK47's at the waist. If you see a terrorists head, it gives you a false sense of security as you can't see their weapon; assuring you that they can't shoot you. They can. Crash on de_nuke with certain mat_dxlevel Some computers crash on de_nuke. Using another dxlevel may help. Simplified Chinese translations need to be reviewed. There are a number of mistakes in translation. voice_enable Can be disabled but not enabled when connected to a server. -GUI Voice TAB has no effect Muting Issue Mute does not fully work through the Players GUI, some players cannot be muted at all. Bomb points A defuser can receive the +3 defuse points after the bomb detonates; it only happens when the defuse bar has reached the end but the bomb blows up. Pause Bug (I don't know what this is as the image from the last thread has since 404'd) Telepathic knife See here. cl_ejectbrass 0-1 has no effect You still see shells being expelled from the weapon. Moving shadows of dead players If ragdolls are disabled and a player is killed, a shadow appears where they died that walks on the spot. Chat Window issues When turning the resolution very low (in the 600 and 700x's) the scrollbar that is in the chat window remains on screen, the chat window isn't open and doesn't go away, unless the resolution is changed to something higher. Armor+Helmet rebuy Only works if you buy your armor in some certain order, even if you have enough money. (I don't know what order - Not verified) Speaker test level In speaker test level, error models appear. Sound Options Reset When changing your speaker amount through the console or through the options window, it will revert back to 2 speakers. Putting snd_digital_surround to 1 (by default is 0) will make it reset back to 0 right away. Lag Ragdolls Sometimes, when you join a server and the round began, you can see the standard ragdoll stance of fallen soldiers, then they immediately fall to the ground AWPs and Scouts don't make the zoom sound Sometimes they AWP and Scout don't make zooming sounds. Sometimes they can only be heard when the player zooms in while jumped. Stress Test When running the Stress Test you get the error: Failed to load sound "ambient\nature\fire\firebig.wav", file probably missing from disk/repository snd_restart negates the effect of flashbangs Players can get stuck in doors If a player moves into a door when it is closing they can get stuck for the rest of the round. See here. Planting Issues If a player cancels planting and jumps then the animation looks strange. See here. The hitbox of a player planting the bomb isn't aligned properly with the model. See here. (Will try to get a better video) Once a player has initiated the plant animation, it doesn't stop unless the planter shoots a weapon or the animation completes. This can give the effect of the player running at full speed while crouched. Health Colour Issue Sometimes, when health goes below 20 hp, the health is still shown in yellow, not red. See here. Bullpup reloading animation The tab pulled when reloading the bullpup is detached from the bullpup itself. Flashbangs and SLI/Crossfire SLI/Crossfire can cause a user's screen to shake until the effects of a flashbang have worn off. Disabling one of the cards will rectify this. Player names and smoke grenades If another player is standing between you and a smoke grenade and you hover your crosshair over them, their name will not appear. See example here. 2. Exploits Delay in crouching / standing-up If you exploit the crouch command in a particular way, you can crouch and stand up just enough to see another player without that player seeing you. It is possible to get kills this way. Another issue is a player being headshotted when from their perspective they had crouched out of danger a few moments earlier. Here is a good video demonstrating this. AWP Quickswitching exploit A player can fire an awp, quickly switch to another weapon and back and fire their AWP again. In reality they should have to wait for the animation to finish loading the weapon before being able to fire again. Spawn Exploits Spawning in CS:S is just a cycle through the same pattern at all times. If you create a server and spawn somewhere and you make a new server, you will spawn the same place. The number cycling through spawn entities should be randomized every round. This can be, and is already, exploited by some competetive CS:S teams. +attack spam Binding mwheelup to "+attack", buying Dual Elites and rapidly firing them using the scroll wheel can expend the entire magazine very quickly. This can be done with other weapons to a lesser extent. Animation and weapon availabilty When you pull out a desert eagle there is a noticeable delay after the switching animation and it fools you into thinking your desert eagle is out and ready to fire when it really isn't. The Famas it is the opposite. Players can fire the Famas before the switching animation is finished. Money exploit Switching to and from spectate resets your money to the value determined by mp_startmoney Wide FOV clipsclipping through objects By adding the screen resolution parameters "-w" and "-h" into the game's start up commandline, you can use any horizontal field of vision you would please. The general formula is: horizontal FOV = vertical FOV / Value:"-h" * Value:"-w" When the aspect ratio passes 3:1, it becomes easy to clip the edges of your FOV into an object. The bug may start occurring with aspect ratios above 2:1. Example here. Blank player name Players can have blank names, making is more difficult to kick/ban them if necessary. There are also instances where player can connect as 'unconnected' and not be muted because they're not in the player list. Map exploits There are a lot of map exploits in cs_assault and there are a few in de_port. (These could do with being identified) de_inferno: Standing on the bench and jumping enables you to look over at banana. de_nuke: [1] [2] Here are some exploits as identified by the ESL: Quote:
3. Suggestions Self-shadowing and self awareness The ability to see your own shadow and be 'self aware' like in Left 4 Dead (see your own legs). User friendly way to change network variables "Rate", "cl_cmdrate", "cl_updaterate" should all be in the GUI under "Multiplayer->Advanced". Crosshair and HUD customisation Native support to change the colour of your crosshair and HUD Physics adjustments Tweak sv_turbophysics so it's more realistic as objects are pushed quite far away when +use is used on them. Bomb adjustments Unable to pull off of the bomb while defusing the bomb. There is a major delay. The bomb should stop defusing as soon as you let off of the use key, and not 3 to 4 seconds later. Speed adjustments Alter the running speed modifier associated with the Famas/Galil/Knife Filter servers by sv_pure setting Add "sv_pure 1-2-off" on the server filters. Fix minor buy menu issue The HE Grenade image in the buy window should match the model of the grenade Set an fps_max minimum Prohibit the values of fps_max below "60" if the sv_cheats is set at "0" Adjust the shotgun Shotgun ranged headshot damage should be reduced (it makes the gun really random, 1 shot kills sometimes across the map). P90 ROF possible adjustment P90 rate of fire should be slowed very slightly. Don't award points for completing objectives Remove the +3 kill bonus for bomb explode / bomb defuse Improve ladders The current ladders are too slippery and it's easy to fall off them. It's also very easy to accidentaly latch onto a train ladder on de_train. Left 4 Dead style ladders would be beneficial. Display HP of teammates Display the Health Points of teammates on the scoreboard or on the HUD. Display the current status of players (alive/dead) Display the number of players still alive on the HUD instead of having to look at the scoreboard. Improve the readability of the HUD The translucency and colour of the HUD can make it difficult to read in some places (such as terrorist spawn on de_inferno). Make it easier to read by, for example, adding a 1 pixel black border around HUD entities. If you think I have missed out any bugs or if you have any suggestions please post in this thread and I will update it. Last edited by Niyabainen : 07-26-2009 at 07:48 AM. |
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#2 |
![]() Join Date: Oct 2007
Reputation: 25
Posts: 1,056
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#3 |
![]() Join Date: Aug 2004
Reputation: 0
Posts: 736
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Good job updating and compiling this newer list. Thanks. The old sticky could be replaced.
And Valve should definitely be looking into this for a Summer vacation update. ![]() Last edited by Rikupsoni : 05-30-2009 at 08:20 AM. |
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#4 |
![]() Join Date: Dec 2008
Reputation: 0
Posts: 10
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Great list, you should be employed as a guy.
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#5 |
![]() Join Date: Sep 2006
Reputation: 0
Posts: 81
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#6 | |
![]() Join Date: Mar 2007
Reputation: 62
Posts: 4,728
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Quote:
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#7 |
![]() Join Date: Dec 2007
Reputation: 6
Posts: 337
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1. Issues and bugs
- The AUG's reload animation is bugged. Just watch the floating part of the lock. But...who cares as the AUG is inferior in every stat to M4. |
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#8 |
![]() Join Date: Sep 2006
Reputation: 0
Posts: 81
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#9 | |
![]() Join Date: Mar 2004
Reputation: 5
Posts: 143
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Quote:
Also you stated somethings about the planting issues. I don't think it was mentioned that the planting hitboxes are completely messed up and do not follow the model at all. Last edited by Hoag21 : 05-30-2009 at 10:19 PM. |
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#10 |
![]() Join Date: Apr 2009
Reputation: 18
Posts: 103
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How much faster does a person run with 100fps than 30fps? I'd never noticed that.
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#11 | |
![]() Join Date: Sep 2006
Reputation: 0
Posts: 81
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Quote:
Only slightly. I had my friend set his fps_max to 30 and we raced for a bit and I gradually went further than him. |
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#12 | |
![]() Join Date: Aug 2004
Reputation: 0
Posts: 736
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Quote:
But well, some of them are indeed quite subjective. The scout thing, for sure, is intentional to make up for the low damage of it, and has been so in CS for quite long. Even though it indeed is quite crazy it's faster than running with a knife. Valve knows it best.The bomb bug is just like described in the list, happened many times: "lol I still got the defusing frags". The planting animation mess doesn't happen only when jumping, just cancel planting in the middle and run away and it looks weird. By the way, ESL has compiled a list of map specific bug places: http://www.esl.eu/eu/css/3on3/ladder/rules/#rule_9148 but not all of them seem very interesting or special, never seen anyone in those places.. You could add that link under the "Map exploits" though. |
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#13 | |
![]() Join Date: Sep 2006
Reputation: 0
Posts: 81
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Quote:
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#14 |
![]() Join Date: Jun 2008
Reputation: 0
Posts: 67
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Realy realy awesome... nice one i hope valve take a look on this
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#15 |
![]() Join Date: May 2009
Reputation: 0
Posts: 2
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http://www.xfire.com/video/c5f10/
FOREVER, OHGOD |
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But well, some of them are indeed quite subjective. The scout thing, for sure, is intentional to make up for the low damage of it, and has been so in CS for quite long. Even though it indeed is quite crazy it's faster than running with a knife. Valve knows it best.
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