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Mad_Father

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Posts posted by Mad_Father

  1. 1 minute ago, Dreae said:

    It seems at some point a new dice plugin was added to the server, I'm guessing it's

    
    "SM Dice" (1.0.) by Popoklopsi, Editted by SwegBuster

    It's clearly not intended for a DM server. Specifically one of the rolls causes all players to become 'ice skaters' which effectively messes up their movement for the rest of the map. Additionally, there seems to be a correlation to the ice skating effect and very high (~40%) packet loss to the server, but it may be coincidental.

     

    Since the old !rtd seems to be working again, can we have this new plugin removed?

    I am not sure where you got the plugin info from but !dice was here first.

  2. 2 minutes ago, Transparent said:

     

    As long as it masks your IP. Also, what do you mean by DDoS? Do you mean that your internet is being slow?

    getting cut off from internet

     

    2016/9/21 17:02:04    Firewall Blocked    FW.IPv6 FORWARD drop, 1982 Attempts.

  3. Seems like this update just fixed the jumping issues and networking issues.

     

    update note is not released yet but it's all from the beta anyway.

    no rifle sound update in this one.

     

    [NETWORKING]

    • Allowing wider range for network channel bandwidth rate setting representing allowed game traffic to client:
    • Increased default rate to 196608 which will accommodate users with internet connections of 1.5 Mbps or better.
    • Players can increase their rate setting up to 786432 to represent 6 Mbps surge bandwidth allowed, but must be aware that requesting high surge bandwidth may cause packet loss if their ISP or network hardware drops packets at a high surge rate.

     

    [SMOKE]

    • Flying smoke grenades no longer have a half-second restriction after a bounce before subsequent bounce can extinguish a molotov.
    • Smoke grenades bouncing off a surface not directly on fire will not extinguish a molotov.
    • Smoke grenades can no longer stick under a hot surface to extinguish a molotov.
    • Smoke can still extinguish fires in a smoke volume even if the emitting smoke grenade rests behind an obstacle.

     

    [MISC]

    • Fixed a bug where players could double crouch jump higher than designed height.
    • Fixed a bug where players would not be able to uncrouch in the air.

     

    Source:

    http://blog.counter-strike.net/index.php/2016/09/16032/

     

    Will edit if an actual update note is up.

  4. Though this is true but I just can't stop thinking of so much example from surf_skate_pb to counter this claim,

     

    For example,

    • a low level can just pull out a zeus and tase the enemy in front of him/her, this would usually cause a mass level up for low levels upon killing a high level player
    • a low level can just pull out his/her knife and start to knife every enemy in the way to level up massively, why? because I have been doing that even if I play on another server (EU). I can just stick with knife for the first few levels but after I maxed damage and lv6 health+ I can just go back on regular guns to kill because I usually kill them before they get me.
    • I have more examples but I can't think of any at this time.

    Newer players tend to complain either because they are new (adjusted to environment after a few minutes after upgrades) or because they don't know how the concept of RPG works. In all the RPG games I have played, players are more likely to use OP weapon and classes because it helps with growth and ranking, this is where the weapon and stat balance come into play. but in CS:GO, I don't see how this will work since we cannot adjust the base stats of the weapons because it will cause an uproar when players began to notice the changes after each resets.

     

    As for shooting through teammates, yea this is true but, what if the enemy player running toward you in a small narrow catwalk is using a rifle with max firerate and impulse (yes I am using that example)? with the inability of shooting through teammate, the entire team will either get slaughtered one by one or get collateral killed or both. it does get annoying even if both teams have skill-wise powerful players and rpg-wise powerful players, For example, on the corner of catwalk on surf_skate_pb, players of the same team standing on the same/similar place (check the coordinate on cl_showpos) will either unintentionally shoot their own teammates with no hope of of any bullet going anywhere or die getting collated.

     

    This will cause the players to start to use nontraditional guns and the average skill ceiling of the server will decrease exponentially because of such behavior.

     

    Source: observation over time.

     

    If playing aggressively doesn't work, then play smart. 

     

    Side issue:

    Have been keeping quiet about this but Spawn protection is not working as intended or is it?

  5. oops, seems like I am a bit late to post this (2 hrs late)

     

    seems like "double jump" has been fixed, and uh network fix? (please correct me if I am wrong)

     

    The following changes are in the “1.35.4.9rc” CS:GO Beta depot.

    [NETWORKING]

    • Allowing wider range for network channel bandwidth rate setting representing allowed game traffic to client:
    • Increased default rate to 196608 which will accommodate users with internet connections of 1.5 Mbps or better.
    • Players can increase their rate setting up to 786432 to represent 6 Mbps surge bandwidth allowed, but must be aware that requesting high surge bandwidth may cause packet loss if their ISP or network hardware drops packets at a high surge rate.

     

    [SMOKE]

    • Flying smoke grenades no longer have a half-second restriction after a bounce before subsequent bounce can extinguish a molotov.

    Smoke grenades bouncing off a surface not directly on fire will not extinguish a molotov.

    • Smoke grenades can no longer stick under a hot surface to extinguish a molotov.
    • Smoke can still extinguish fires in a smoke volume even if the emitting smoke grenade rests behind an obstacle.

     

    [MISC]

    • Fixed a bug where players could double crouch jump higher than designed height.
    • Fixed a bug where players would not be able to uncrouch in the air.

     

    Source:

    http://blog.counter-strike.net/index.php/category/updates/

  6. This is a follow-up thread created in response to @Thomasdavid097's request to do a public poll on whether to raise the damage upgrade level.

     

    After some talk (kind of, but not really) among the peers from the server, more than half of the guys from the server voted it is ridiculous that r8 can 1 shot to the head from long range while deagle cannot.

    (though I am quite sure almost half of players/admins at this time did not take this seriously because one of the given option is "RevolvoIsLyfe", if you all think I just do random polls with no purpose then you must be **combinations of very offensive terms against all who applies** to think I would do such thing. do I sound like I like to spend times to make jokes to you?)

     

    So I suggested to raise the max damage level to something higher to compensate the lack ability of 1 shot to the head.

    Yes I do realize that it can also buff r8 but as long as deagle can 1 shot again, r8 being OP will no longer be relevant.

     

    Will edit if needed

     

    You know what, forget what the poll option says, just answer yes or no or both/none in order.

     

    Edit:

    I will get rid of the third option as it serves no contribution to the vote at all.

    Either vote or dont vote sounds better then choosing either both or none.

  7. Actually, while I am idling for next class I found the file that can edit the damage of the base cz75a

     

    To proof I actually found this, I will provide a sample code from the file

    "weapon_cz75a_prefab"
    		{
    			"prefab"		"weapon_fiveseven_prefab"
    			"item_name"		"#SFUI_WPNHUD_CZ75"
    			"item_description"		"#CSGO_Item_Desc_cz75a"
    			"model_player"		"models/weapons/v_pist_cz_75_edit.mdl"
    			"model_world"		"models/weapons/w_pist_cz_75.mdl"
    			"icon_default_image"		"materials/icons/inventory_icon_weapon_cz75a.vtf"
    			"image_inventory"		"econ/weapons/base_weapons/weapon_cz75a"
    			"used_by_classes"
    			{
    				"terrorists"		"1"
    				"counter-terrorists"		"1"
    			}
    			"attributes"
    			{
    				"is full auto"	                	"1"
    				"max player speed"                "240"
    				"in game price"                   "500"
    				"primary clip size"               "12"
    				"primary reserve ammo max"		    "12"
    				"penetration"                     "1"
    				"armor ratio"                     "1.666"
    				"damage"                          "29"
    				"range modifier"                  "0.70"
    				"cycletime"                       "0.10"
    				"spread"                          "1.40"
    				"inaccuracy crouch"               "8.93"
    				"inaccuracy stand"                "11.90"
    				"inaccuracy ladder"               "107.75"
    				"inaccuracy fire"                 "14.53"
    				"inaccuracy move"                 "21.55"
    				"recovery time crouch"		        "0.248679"
    				"recovery time crouch final"	  	"0.497359"
    				"recovery time stand"		          "0.298415"
    				"recovery time stand final"	    	"0.596831"
    				"recoil seed"                     "9646"
    				"recoil angle variance"           "70"
    				"recoil magnitude"                "22.1"
    				"magazine model"		"models/weapons/w_pist_cz_75_mag.mdl"
    			}

    Even though there's more at the bottom but I am not going to put them here because it involved with skins and stickers.

    Though this file was not from rpg (of course), this was from the csgo folder.

     

    Actually no, what does weak damage have to do with adding cz75 to gun menu? 

  8. I dunno, I can get the head admins to tweak a few cmds to get everyone to spawn cz75a instead of default hkp2000 or glock just to see how it goes first.

     

    If it goes well, this can be considered, if not, then no.

     

    as for mag7, I think that is intended,

     

    I strongly hate that r8 can 1 hit hs from long range while deagle cannot.

     

    To @-SL and @billbobland,

     

    If I were to request temp change on starting pistol with 2 cmds, are you both fine with it?

  9. HIT BOX FIX!!! YAY!!!

    Sniper Sound change??? Don't play matchmaking for a while because everyone will use them cuz new sounds.

     

    Gameplay

    • The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
    • When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
    • If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
    • Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
    • The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
    • First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
    • Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
    • Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.
    • Molotovs are no longer extinguished by smokes that are above the fire height.
    • Molotovs no longer spread under closed doors.
    • Smoke grenades no longer get stuck in player clips when they extinguish flames upon bouncing off a wall.

    Sound

    • Increased fidelity and reduced distortion for fire sounds for AWP, SSG 08, G3SG1 and SCAR-20.
    • Added unique reload, distant and draw sounds for SSG 08, G3SG1 and SCAR-20.
    • Gunshot tails for AWP, SSG 08, G3SG1 and SCAR-20 no longer remain at the position they were fired, and instead more accurately spread over the environment.

    Maps

    • Latest version of de_cache, minor bug fixes.

    Misc

    • Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
    • Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.

     

    Source:

    https://www.reddit.com/r/GlobalOffensive/comments/534vte/counterstrike_global_offensive_update_for_91616/

     

    I will edit if more info comes up:

    AWP sounds like an lightning bolt, the rest is meh.

  10. oh beta fix for beta branch

     

    Misc

    • Fixed firstperson/thirdperson desync during crouch-spam cooldown.
    • Fixed firstperson camera jolts during grenade throws and strafing.
    • Fixed ‘jittery’ players when viewed from thirdperson camera.

     

    Source

    https://www.reddit.com/r/GlobalOffensive/comments/52sqbv/counterstrike_global_offensive_prerelease_update/

    http://blog.counter-strike.net/index.php/2016/09/16008/

  11. Yet to be released but soon.

     

    On the bright side, hitbox fixed (again) yay!

    On the gray side, no sound changes yet.

    On the dark side, that's what you decide.

     

    [Gameplay]

    • The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
    • When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
    • If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
    • Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
    • The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
    • First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
    • Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.

     

    [Misc]

    • Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
    • Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.

     

    Source:

    http://blog.counter-strike.net/index.php/2016/09/15820/

     

    Will edit if more info comes up.

     

    This is available as beta content.

    To access it, go to Steam and right click Counter-Strike: Global Offensive, click on property and go under the beta tab and select 1.35.47rc

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