Poggu

Poggu

@poggu.me

CS2 Modder, Bugs? not on my watch You can find me on the AlliedModders discord: http://discord.com/invite/HUc67zN

853 followers53 following159 posts

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CS2 please fix map placed grenades ;(

Poggu@poggu.me

Mappers, if you want your map placed grenades to be selectable after picking them up, add the subclass_name <num> property to your weapon entities. Valve just didn't properly define their VData for nades with the weapon_ prefix and did only for their raw definition index ones.…

Some visual or auditory feedback for damage misprediction would be really nice, it would help a lot with the few cases where it could provide false information to you as you can't easily tell if misprediction happened when the damage isn't lethal.

Damage prediction already found a new lag compensation bug. If a community servers is running mp_teammates_are_enemies 1 but don't enable mp_friendlyfire the game will not lag compensate "teammates". This affects servers like pracc, warmupservers.

Damage prediction is a counter to latency, 128 tick server aren't. Stop being stupid. Yes, there will be cases where it will be wrong (e.g. damage taging) which is hard to fix. And yes, there will be cases where there's an actual bug in hitreg, this will help find it and fix it

Do not disable automatic TCP window scaling, all this will do is hurt the bandwidth over slightly longer distances (even 50ms will destroy your bandwidth) It does not help with latency, it just hurts your bandwidth which as a side effect might lower your latency when downloading

Before today's update lag compensation would always be a little bit off if you used tick buffering. This is now fixed. Not sure why patch notes say "mid-spray".

Every single time any figure related to CS in any way talks publicly and reaches wider audience it always turns into a shit show. Open any dev reply on r/globaloffensive and it's always full of idiots replying with completely unrelated stuff or outright attacks the devs. Twitter… https://t.co/yp...

This is the first time in my life that high mouse polling rate actually fixed something instead of completely breaking it.

We debugged another game breaking bug. Sometimes you'd get in a state where shifting in water would still play footsteps. This happens whenever your ragdoll FALLS in water, meaning you have to die on ground and your ragdoll falls into the water, not you dying directly in water.…

An image sent by the INUI client, dumped straight from network traffic. "processes only the game window", yeah maybe on your own servers..

This is just the most rookie mistake ever, and we're supposed to be trusting these idiots with running their client on our computers?? They are also using React btw, so what the fuck are the devs doing. If you can't even make a fucking web application, how does the infra look. https://t.co/cxFK...

Funnily enough, you can get the "boost bug" with the nuke door too, that's the other thing ragdolls disable collisions with, here it actually doesn't last over rounds though as the door gets recreated each round, so you can only do it with respawns. https://t.co/6N8ovxOQNy

We just figured out what cases the "boost bug", it's the fucking ragdolls. Whenever you die while standing on a ragdoll your client side collision will be permanently disabled for that player. This happens because the game disables player collision whenever your ragdoll touches…

We just figured out what cases the "boost bug", it's the fucking ragdolls. Whenever you die while standing on a ragdoll your client side collision will be permanently disabled for that player. This happens because the game temporarily disables player collision with a player…

Mappers, if you want your map placed grenades to be selectable after picking them up, add the subclass_name <num> property to your weapon entities. Valve just didn't properly define their VData for nades with the weapon_ prefix and did only for their raw definition index ones.…

This isn't actually a new string, the steamdb tracker switched to dumping strings from linux binaries instead of windows binaries. The GCC compiler doesn't precompute the hash of this string in compile time unlike the MSVC one. I wouldn't keep your hopes up for danger zone. This… https://t.co/x4...

In the latest update a new convar "cl_true_sight_spectate" was added, it's enabled by default but as of right now there are no code references to the convar (it's not used anywhere, likely ifdef'd), this means we might have an update in the future that properly syncs spectate.…

This is peak stupidity, all scripts are obviously banned, but once you move the same exact scripts to the keyboard firmware it somehow becomes fine?? By definition a script is just an automated set of actions, it being done in keyboard firmware doesn't make it not be a script. https://t.co/quRox...

Sad to see community servers be such a sinking boat, Valve is unintentionally creating bugs on a monthly basis that completely break the servers and we're then forced to hack around the bugs. Our small group of like 8 developers are single handedly keeping the scene alive.