You're not bumping a post. You're sending repeated emails to everybody in the email list. On Dec 8, 2014 4:46 PM, "Gamemann" <[email protected]> wrote:
> Since the CS:GO developers were at Dreamhack, I want to bump this post > again. > > Thanks. > On 11/24/2014 4:11 PM, Gamemann wrote: > > Dear Counter-Strike: Global Offensive developers and server owners, > > I need to address the current state of the modding community and why > things must change. The modding community is lacking major functionality at > the moment. First, I want to talk about how important the CS:GO modding > community is. Counter-Strike: Source and Counter-Strike are still alive due > to the modding community. Server owners put time and effort into creating > servers and providing a unique gaming experience for players. Ever since > CS:GO launched, the modding community hasn’t gone anywhere due to the > modding community not having the right tools to prosper. > > The first major issue in CS:GO is the unfinished community server browser. > This issue has been discussed multiple times but Valve has been quiet about > the issue. The community server browser will one day display 500-1000 > servers and the next day display only 10-60 servers. These servers usually > have a password or are Valve official servers. The CS:GO’s community server > browser should be similar to CS:S’s community server browser where it will > show all community servers (5000+ servers), with the default region set to > “ALL”. It should also filter all Valve’s official servers since they will > flood the server browser results. Many well-done community servers lack > population and the unfinished community server browser is to blame. > > The next major issue in CS:GO is the “qconnect” attack. There have > been servers down for months straight from the “qconnect” attack. Many > communities have sent e-mails to Valve about the attack but no useful > responses were sent back. These attacks disguise themselves as legitimate > packets, therefore blocking the attack through the firewall blocks all > legitimate traffic. These IPs are spoofed, therefore we cannot filter per > IP address through the firewall. The command “sv_max_queries_sec_global” > doesn’t work correctly, when at a ridiculously high value (9999999999), the > server doesn’t use extra CPU and rejects legitimate packets. The e-mail > sent to Valve with more information is here: http://pastebin.com/kLKi6fjm > > The final issue is the model precache limit, usually the amount of > models isn’t an issue, but the table includes materials. There have been > servers crashing with errors such as > > “Warning: Table modelprecache is full, can't add materials/XXXX.vtf”. > There should be a separate material precache table for materials only. The > limit at 1024 maximum models/materials is not enough for the modding > community and restricts the modding community from enabling unique features > that worked fine in CS:S. > > I hope these major issues can be addressed. > > Thanks. > > > _______________________________________________ > Csgo_servers mailing > [email protected]https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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