Clock Wed, 19 Jun 2013 18:58:16 +0100

Server-side imporvements for CS:GO
@ Counter-Strike: Global Offensive forum

Recently, my friend Binka and I have figured out that CS:GO is extremely customizable on the server side. Areas ranging from bullet tagging and cash rewards to wall penetration can be adjusted. Below are some changes we have been testing and we strongly recommend all server operators playing with these values for a better GO experience.

Improved bullet tagging

Weapon scripts are located here: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts

weapon_m4a1.txt is an example of a weapon file that has been modified

Modification to the following variables for each individual weapon text document allows for changes to bullet tagging, that is the 'slow-down' effect experienced when shot. We have changed the values to allow for a far greater bullet tagging effect, similar to that of 1.6, but the acceleration post-hit is significantly lower in CS:GO. Bullet tagging is one of the defining features of 1.6 gameplay as it punishes poor decision making, discourages repeeking and forces players to commit to fights.

Default:
FlinchVelocityModifierLarge 0.40
FlinchVelocityModifierSmall 0.55

Our settings (for all weapons excluding grenades):
FlinchVelocityModifierLarge 0.20
FlinchVelocityModifierSmall 0.25

Note: The large value seems to be for hits to the torso or upper body and the small value is for lower body hits (possibly arms as well)

The above changes result in hits bringing the average velocity of a player that is running down to about 50-80 units/second. This is higher than 1.6 which slows players to about 20-40 (pistols having a greater slowing effect in 1.6). I personally believe these values could be lowered further to 0.15/0.20 respectively.

The major difference between GO and 1.6 is that the slowing effect in 1.6 lasts for a second, whereas in GO it may take up to 2 seconds for full speed to be achieved again.

Note: We have also realized that shotguns/smgs should probably have a lesser effect of bullet tagging, but that remains to be tested.

Cash Rewards

We have made each weapon give $300 for a kill except for the knife which grants a $1500 reward. Shotgun and SMG rewards are no longer breaking the economy system on eco rounds with $900 per kill and the awp hasn't got the stupid $50 reward either.

weapon_nova.txt

"KillAward" "900"

Change to 300

Grenades

We have changed the flashbang limit back to two and the total number of grenades back to four. We justified this change due to the decrease of flashbang length (from ~6.5 to 5 seconds in the recent update) in addition to the greater possibilities of grenade use for which this allows (fakes,double pumps etc). This change essentially reverts the grenade carrying capacity to be the same as previous CS versions, only now you can choose to buy molotov and decoys instead of other grenades.

The following commands were placed in the servers autoexec.cfg file:

ammo_grenade_limit_flashbang 2
ammo_grenade_limit_total 4

Netcode

Our servers are now using 128 tickrates accessible via the clientside commands cl_updaterate 128 and cl_cmdrate 128. For those using 120 hz monitors the packets are now sent at a higher frequency than that at which your monitor refreshes. Coupled with interp_ratio 1 and interp 0 a lerp of 7.8ms is achieved. The server is also capable of a max client side rate of 128,000 (rate 128000).

Add the following to the server.cfg
sv_maxcmdrate 128
sv_maxrate 0
-tickrate 128 is added to the target on the shortcut for the server

Movement

We can't change anything due to sv_airaccelerate being a hidden command in addition to no possible way for us to remove the knee-bend landing effect. Ideally we would be able to remove the knee-bend/stamina rubbish in addition to increasing the airaccelerate to a value higher than 10 (or whatever it is stuck on now).

Increased sv_airaccelerate (to 100 in CSS for example) allowed for much more fluid jumping and the ability for players to execute extremely tight curl jumps. Check jumps could be performed, like in 1.6.

Example: ]http://www.youtube.com/watch?v=6dWtTwgd18s

This also allows for players to change direction in the air very rapidly for bullet evasion purposes (dodging awpers, abusing movement to make one harder to hit).

Maps

We've been using Volcano's version of de_nuke (de_nuke_ve) in addition to the other standard _se maps. We believe nuke_ve to be far superior to the current default CS:GO version.

Download: http://www.gamebanana.com/csgo/maps/167625

Walk through: http://www.youtube.com/watch?v=d6AA7_8y0pk

Wallbanging

Currently playing around with variability to individual surfaces and their bullet penetration, will update with more testing.

C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\surfaceproperties_cs.txt

Currently we are modifying all surfaces to have the same penetration and damage reduction properties as 'wood'.

We are also attempting to do this via further modification to the aforementioned weapon.txt files, changing:

"Penetration" from 2 to 3

Ideally we would be able to replicate 1.6 style wallbanging, not sure if this is possible yet.

Post-processing and scope blur (CLIENT SIDE)

We have been able to remove the scope blur and most other random post-processing effects.

C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\scripts\postprocess.txt

Changing all values to "0.0" removes any post-processing in the below fields.

- low_health
- very_low_health
- in_buy_menu
- death_cam
- zoomed_rifle
- zoomed_sniper
- zoomed_sniper_moving
- round_end_via_bombing

Note: Even though the "blur" and other effects have disappeared, the wobble of the scope crosshair remains, we are yet to figure out how to remove this as well.

// yinscrubber
Posted 10 months ago: Thu, 16 Aug 2012 06:21:40 +0100

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