Counter-Strike 2

Counter-Strike 2

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skOsH♥ Sep 25, 2024 @ 9:54am
Issues with cs2
Today I was bored with nothing better to do, so I started testing the game and maps for bugs or ways to optimize it

de_nuke is a perfect example T side. Don't shoot open the glass on the skylights, then toss a molly through the skylight, forcing the molly to slow down to break through the glass, and it will burst in mid air

Now run the command sv_rethrow_last_grenade. Notice anything weird? The server is told to repeat the molly throw. Well, it will go into the now broken skylight, and even though there is now no glass, the trajectory of the molly and it bursting in mid air is identical to the one that had to break the glass

This means that this command is not factoring in state changes on maps (like "glass broken = true or false"), or whatever part of the map has parts you can break open

This makes me worry a *lot* about how many svars there are that are messing up processing user inputs, which doesn't make me feel confident that if I apply some skill, that it might not matter. Is the games code bad? How do we get bug fixes which create more bugs?

Anyway, this is when things get really weird. Run the command to tell the server to throw that molly, which will now go through a broken skylight. Despite no glass to slow it down, it has the same exact trajectory as the first and bursts in midair.

Now noclip back to roof. Throw the exact same top hut molly that you already threw. Stranger and stranger, now the molly burns top hut. But it gets more odd.

Run sv_rethrow_last_grenade again. See anything familiar? The molly will take the same exact trajectory as the ones that burst in midair, even though you just instructed the server to throw the last piece of utility you threw...yet it will burst in midair instead of burning top hut.

Vertigo just sucks now too. Too easy for me to figure out where the Ts are with that giant open hallway into A now...within the first ten seconds of the round I know where Ts are.

T spawn also sucks and it takes too much time to lineup anything more than a smoke for aircon through the open skylights

Also, there are quite a lot of inconsistent utility lineups, not to mention since the jump bug was "fixed", every so often I do a jumpthrow, the server ignores me pressing space bar, and I just throw the utility right in front of my face.

Another glitch I found was that this happens to me about 90% of the time if I am practicing utility with a practice config. If I use the console commands "restart", "disconnect", or "quit", when I restart a practice server, my characters skins will be replaced with all defaults, but if I go into my loadout they're all there. I can only get my skins to show up if I restart steam.

If I found this many issues in less than a week and some are still not fixed, this is a bad sign. Emailed the cs2 dev 5 or 6 man crew about these bugs. No response and no fixes.

Nuke has another bug where, it is a hard lineup, but I wanted to see if I could get a large volumetric smoke effect blocking all of garage. Turns out you can, but it's not consistent. The result looks weird though

When you throw this smoke correctly, it ignores all physics and sticks to the floodlight thing above garage immediately upon contact, like it was a magnet. This lineup doesn't seem consistent but I was shocked to just see a smoke stick to the wall and pop

The smoke volumetric effect is huge

de_inferno has about 300 or so extra props and/or objects, including about 84 tables and three times as many chairs, as well as over 60 wine barrels. Almost all of which are not in the playable area of the map, but they have to load all those assets and props when they join the server. There is a stop sign that was placed in the map that is actually inverted. There are also about seven or eight lamps that do not emit light, and the glass on them is unbreakable. Valve should remove the massive excess of props in some maps.

There are so many random rooms on maps that you can only reach using noclip. There are no purpose to these rooms, except to just be off the map and not able to do anything.

Some utility lineups are very possible but very inconsistent. For instance, if you wanted to forego the Xbox smoke on de_dust2, and do a cascading smoke wall obscuring all of CT dd, that smoke will successfully land about 1 out of every 50 times. If there are very inconsistent utility lineups, they should be fixed or made to not be possible at all

You can of course, throw the cascading smoke on d2 one that will work from lower tunnels, but that's probably the worst place to throw that smoke from. You could just get fragged instantly.

Ever since the jump bug was fixed and people could no longer use utility binds, i learned how to do almost all of them in about two weeks. My space bar I use to jump works just fine but in cs2, sometimes I will try to jumpthrow a piece of utility, only for it to just be tossed directly in front of me.

These following commands can make your character only have default skins. At least in offline practice:

Quit
Restart
Disconnect
Map (name of map)

Also reloading your practice config, for me at least, can also set all skins to default

This is only fixed if you restart steam and cs2

Noclipping issues

The thick rug hanging out of mirage jungle can block the view of a flash but anyone jungle will get completely blind. I guess it is because it has no clipping, which...whatever.

I could go on, but I only checked for bugs and glitches on three maps yesterday, and also came across the ones that reverted my skins to default

I have no confidence in any server to correctly interpolate all the raw numbers and client inputs without dropping inputs, and that, to me, is a dealbreaker...

I am not going to buy or sell on the steam market and I'm not going to ever open a single damn case until they fix the damn game and complete it

We had csgo. It had all the gamemodes and tons of maps. Then cs2 was released and it was labeled as an improvement....maybe graphics wise but the code runs like crap.

I wouldn't call a game with a visual glow up over the previous game, with 80% of the original content *still* not in the game..

I was expecting a massive content update either by the end of today, to the 27th.

That's not going to happen.

I cannot in any way financially support a company that took a community made half life mod, improved it, only to kill it 25 years later.

Edit: I can't think of a worse idea than having five or six devs for a game with 1.4 million daily users
Last edited by skOsH♥; Sep 25, 2024 @ 9:59am
Date Posted: Sep 25, 2024 @ 9:54am
Posts: 0