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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