Mad_Father
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Posts posted by Mad_Father
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Just now, Jwild said:
Well We Can Do A Test Run On It
Like Add It In FOr A Week See How Players Use It??
Won't that make spawn camping easier for the week?
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Just now, Jwild said:
No What?
No to take out smg and shotguns
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2 minutes ago, Jwild said:
TAKE OUT THE SMGS AND SHOTGUNS
I mean people always use dirty tactics to kill those players.
I always try to awp these players from a far on a ladder.
Back in the day, I always target these players because I can actually rifle them down traditionally.
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3 minutes ago, Jwild said:
but what if noobs are playing the server u want the noobs to leave because some people have more experience. i thought ur goal was to attract more people
I mean players new to cs shouldn't go on something like this to begin with.
Unless they are css/1.6 veteranss.
Attract people yes but we don't want to attract players that can badly influence the experienced players
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15 minutes ago, Jwild said:
But Remember Shotguns And SMGs Arent Overpowerd
I know you helped Chase but wot
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Don't you think it's a bit too far to remove ALL SMGs in general?
At least keep mac10, mp9, ump45, and mp7 for those who plays the game seriously.
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@ChaseAlfredo, sry for the late reply, I fell a sleep 16hrs ago by the time you msged me about it and just I woke up.
Honestly I think people will like this but the manager is right, its like taking out half of the guns on the menu.
If you want more read the opinions from the higher-ups go to the first ever petition to get rid of the guns.
Remember RPG, these gus are useless and the players who main them are going to get destroyed.
And the reason that I don't talk about getting rid of the guns anymore is because it's holding something back, and I found a few solutions to get around smgs and shotguns.
- Go on ranged maps and camp ladders with awp
- be really good with rifles
- go to spectate and watch the chaos
- don't play here for a while.
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Sometimes I wonder to myself...
Do I have to use a specific font to make people read specific part of my post?
Are these people just voting without reading the actual content and shit? because that's what I am assuming.
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but hey we all like to awp on ladders and on surf ramps and you know it.
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Just now, ChaseAlfredo said:
Every other weapon should be taken out of that plugin in my opinion.
Jumping awp is fine though, as long as jumping scout is included (it's not)
Shotguns should remain too because rng on shotgun doesn't make sense at all.
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After a certain recent event on US rpg surf server, I have been considering to make thread to nerf the air combat a bit because there is a certain exploit that allows the player to do certain unethical things on csgo such as jump shooting with ak-47 and still get kills like that.
Those who witnessed this madness will likely to go insane because some of us actually take the time to get good just to get killed by "who the **** does that in csgo" stuff.
This petition only applies to US rpg surf ONLY.
Vote only if you know what I am talking about and state your reason below on why you choose "to nerf" or "not to nerf".
The actual nerf is literally just take the semi-automatic rifles out of the cfg and that's it!
Extra, seems like scout is not even in it, making awp even more OP since jump awp is possible while jump scout is not easy since post jump accuracy update few weeks back.
Some times I think to myself:
Can people these days read?
Are they illiterate?
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- Popular Post
Tired of replying to the new players who always type !knife or !ws when they join?
If you are, then you should say something about it!
Therefore I suggest a plugin to automatically send a message like "It is a violation of Valve's server hosting ToS..." or something similar to the players who attempts to use !knife or !ws for all CS:GO servers.
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5 hours ago, Benroyjam said:
The available command is cvar, which means anyone with root can only use it.
Can I have root? I don't abuse nor have a reason to.
Proof I don't abuse: ask my manager for RPG Surf DM.
5 hours ago, Benroyjam said:If you wanted this command where it toggles dm_hsonly 1 or 0, I can try to ask someone to modify the plugin and add it in.
I guess this works too.
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I hated it that I die when I accidentally landed on the tip of the surf ramp instead of the actual ramp itself.
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After a small discussion with @Thomasdavid097, we are planning to add "Reduced Fall Damage" upgrade to the RPG menu, but before we do that, we want to know what do you all feel about reduced fall damage as an upgrade for RPG?
And no third option for polls! cuz its not worth it.
Usually I make long posts for such small issues but I don't think I can generate more text for such small poll.
Yes we prob can get a plugin to disable fall damage, but there's already a plugin within sm:rpg for that.
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Give admins the ability to toggle between Head-shot only and normal mode maybe?
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Seems like some fixes and adjustments from previous update...
MISC
- In-game friends requests will show no more than 4 friend requests, sorted by Steam profile level.
- Fixed a case when users could fail to reconnect to a competitive match after restarting their game while experiencing issues logging in to Steam.
- Max Acceptable Matchmaking Ping setting can now be set as low as 25 ms
- If there are official servers satisfying your ping setting then official matchmaking will always put you in a match hosted on those servers.
- If there are no official servers near you satisfying your ping setting then official matchmaking will put you in a match hosted on the next nearest official server, latency to which may exceed your ping setting. In this case, the player will also see the best possible matchmaking ping while searching, along with an indicator if datacenters are offline for maintenance in their region.
- Long clan tags containing Unicode characters in the end will now correctly truncate without showing a corrupt last character.
- Sound effects emitted by killed player now correctly spatialize in killer replay.
- Reduced reverb on weapons and footsteps to fix misleading sound positioning.
- Fixed the missing graffiti effect for R.I.P.I.P. graffiti when sprayed on horizontal surfaces.
- Added lag compensation for teammates when playing with “teammates are enemies” game rules.
- Fixed a vgui bug where an additional character after selection was always copied to clipboard (thanks Justin)
Source:
Discuss...
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Please keep this discussion for Updates only.
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Well well well, isn't that time again?
Let's hope this update doesn't break sourcemod like the previous three updates did.
RIP NO OPERATION!
MISC
- Fixed a regression where players did not fade to black after death with mp_forcecamera 1.
- Added ability to accept friend requests from CS:GO main menu and to send friend requests from match scoreboard.
- Fixed a case where player would sometimes not be placed in competitive matchmaking queue correctly on the very first search after starting up CS:GO which required stopping search and searching again. (Thanks “Trip” for helping with diagnosing the issue)
- Fixed some instances where incorrect or missing reverb was being applied to sounds.
- Latency to official datacenters is now always measured using Steam Datagram Relay.
- A temporary griefing conviction assigned by Overwatch will now be elevated to a permanent conviction if the suspect had a previous temporary griefing conviction.
MAPS
Cache
- Minor bugfixes
Inferno
- Added a second set of steps up on A site
- Made wallbangs through windows near A site balcony, A site hut/quad and T apartments towards bridge more consistent
- Pipes in underpass can now be shot through
- Pushed back stairs to graveyard to create more room for defending player
- Made shader for fountain water cheaper to render on low settings
- Prevent name-peeking through gap between pillar and wall in hut/quad
- Fixed various graphical and movement bugs
- Moved back grenade-clip in open door on A site
Holloween mode is active, chickens have pumpkins on it now
Source:
http://blog.counter-strike.net/index.php/2016/10/16815/
Will edit if more info comes up
discuss.
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I became admin because there's no one to ban cheaters when no admins are available since I didn't have any contact to any admins at that time.
"Why wait for someone to do it when I can do it myself?" -Mad Father
That's why and how I got admin.
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Can we have de_dust2 back?
The population has declined after the inferno hype ended.
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No operation, I repeat No operation
yet...
MAPS
- A revised version of de_inferno is available in the Reserves Map group. Thanks to the CS:GO community for their continuing feedback. – For more details, head to http://www.counter-strike.net/inferno/
GAMEPLAY
- Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air. — This is tunable via the convar sv_timebetweenducks.
- Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.
- Adjusted bomb plant animation when planting the bomb while already crouched.
- Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.
- Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles
Xbox Game DVR
- Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.
UI
- Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.
- NOTE: There are no gameplay behavior changes in scoped accuracy; actual accuracy and timing are unaffected. The display now more-correctly represents your current inaccuracy.
- Crosshair blur fidelity improved. – New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.
[MISC]
- Gameplay convars for community servers & workshop maps:
- weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.
- sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.
- sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.
- Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.
- Doors are always networked to prevent peeks with high lag revealing players behind the door.
Source:
Discuss...
Edit:
Seems like Sourcemod has broke once again...
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It seems like just fixes from previous beta and slightly more fix for inferno
INFERNO
- Removed player/C4 collision on windows in top of alt-mid apartments.
- Weapons can no longer get thrown inside small cubby above underpass
- Removed tiny gap in pit that allowed you to look towards arch without any risk
- Can now jump on top of sandbags from CT side at top of Banana
- Removed some unintended boost/exploit positions
- Fixed some minor graphical bugs
- Smoothed out movement when hugging the wall while going down stairs towards boiler
- Added chalk to T spawn
GAMEPLAY
- Fixed a bug where players could jump higher than intended.
UI
- Sniper scopes now blur less when double-scoped.
- Increased opacity on highly inaccurate/blurred scopes to make the crosshair more visible.
MISC
- Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.
- Doors are always networked to prevent peeks with high lag revealing players behind the door.
Source:
Valve really can't count to 3... I mean look at the beta name
“1.35.5.3rc2ep1”
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It seems like it's just fixes for infernew and fix on bug from beta from last night...
[Inferno]
(Thanks to everybody that reported bugs and general feedback!)- Opened up skybox between alt-mid and A site
- Added back position on side of double-stack box in A site
- Tightened bombsite area on A site to prevent bomb being planted outside of platform
- Fixed barrels in A site not rendering if you were inside Library
- Made it smoother to move on top of the well in CT spawn
- Removed clipping on top of half-walls similar to wall near Quad, affects T spawn and CT entrance to B site
- Added collision to fix a boost inside B site to look into Banana (Thanks adreN!)
- Added collision to fix a boost from alt-mid balcony looking into Banana (Thanks Anomaly!)
- Matched buyzone in T spawn with radar graphic
- Moved gutter on yellow house in B site, to clean up angle between coffins and entrance
- Smoothed out movement on/near the rock wall in CT spawn
- Fixed a bug where exiting from underpass into alt-mid would trigger the wrong soundscape
- Removed some minor props in A site where a planted bomb could be hidden
- Made movement on yellow chair in Library smoother
- Removed one-way wallbang through door in mid, near underpass entrance
- Fixed being able to drop weapons/C4 into rooms outside of play area
- Improved player collision on arches inside hallway leading to balcony at bombsite A
- Moved bench in mid slightly
- Fixed items falling through bottom of fountain
- Fixed some radar naming bugs
- Updated radar with stairs and balcony in top of mid/alt mid.
- Fixed various clip/player collision issues around the map
- Fixed various minor graphical bugs around the map
[Misc]
- Fixed bug introduced in rc1 where quickly uncrouching and recrouching in odd positions could cause players to get stuck in the terrain.
Source:
http://blog.counter-strike.net/index.php/2016/10/16301/
Discuss...

Poll To Add Faster Reload
in Defunct Surf RPG Deathmatch
Posted
Won't that make the new players leave more often?