And you're making it worse.
On 2014/12/08 16:47, Absurd Minds wrote:
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]
<mailto:[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.
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