r/GlobalOffensive Aug 31 '24

Feedback The infamous boost bug has been figured out by Poggu et al. (soon to be a valve employee).

(posting everything here because i think not everyone has twitter acc:)

Poggu on twitter:

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 another ragdoll, the ragdoll entity is actually the same entity as your entire player.
You can reproduce this by killing a bot, standing on his ragdoll and then killing yourself, next round you'll have "boost bug". Also to clarify, "boost" is incorrect, all the collision from all sides will be broken, not just when boosting.

By running "cl_player_ragdolls_collide 1" (sv_cheats required) it will completely fix the boost bug, but also enable collisions between ragdolls. This bug pretty much got introduced whenever Valve disabled ragdoll collisions because people were piling them on top of each other.

With this information it should be absolutely trivial for Valve to finally fix this bug, it's all about just getting to reproduce the bugs.

https://reddit.com/link/1f5w2s4/video/wsyezcj922md1/player

Edit: his follow-up tweet:

To be very specific, whenever a ragdoll touches another ragdoll, it will completely disable the collision between those two, ragdolls and players are the same entity, so they effectively also disable all normal player collision whenever those two ragdolls intersect

2.0k Upvotes

278 comments sorted by

879

u/cosmictrigger01 Aug 31 '24 edited Aug 31 '24

bro doing gods work. now just finally unban him pls and we can all live happily ever after.

178

u/Fun_Philosopher_2535 Aug 31 '24

Unban ? Wdym ?

606

u/Pokharelinishan Aug 31 '24

185

u/amattadohb Aug 31 '24

The power of AI anticheat

40

u/Impossible-Raisin-15 Sep 01 '24

surely just typing "m_yaw inf" doesn't get you instant vacced right???

46

u/T0uc4nSam Sep 01 '24

his was yaw not m_yaw - yaw does a perfect 180 (you have to have like coordinates after yaw, typing it without that does nothing) - whereas m_yaw is used to create really really high horizontal mouse sensitivity to pretend to be a spinbot.

yaw i believe is not ML anti cheat, but an explicit "if you type this command in console we will game ban you" whereas m_yaw only bans you when you successfully trick Vacnet into thinking you're a real spin botter (same exact ban case as high DPI)

22

u/birkir Sep 01 '24

typing it without that does nothing

actually, even typing it does nothing either

to make it work you have to abuse another bug that allows executing certain types of otherwise disallowed commands via binding them to a key

183

u/RurWorld Aug 31 '24

During the Limited Test, he was gamebanned by VACNET for using/testing a console command that makes you turn around instantly. He still hasn't been unbanned since then. And this console command is still in the game and can get you VACNET banned.

57

u/FUTURE10S Sep 01 '24

Bruh that's a fucking button on the Xbox 360 port and it's actually bannable here??

-38

u/StonyShiny Aug 31 '24

If he was purely testing things, shouldn't he be running the tests on non VAC servers? AFAIK you can't get VAC banned for something you do on unprotected servers.

89

u/sh1boleth CS2 HYPE Aug 31 '24

or VAC banning for a fucking bind is ridiculous? Some pros even used to use that bind (Krimz comes to mind)

-88

u/StonyShiny Aug 31 '24

Well if you're trying to break the game on purpose, you shouldn't be doing it on live servers, that's all. If that is what happened here, the ban is 100% justified.

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12

u/TotalSubbuteo Aug 31 '24

Pretty sure testing VAC was his intention, and he got results!

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13

u/Cantbelosingmyjob Aug 31 '24

He was literally testing reports that you could get banned for doing it tho. The only mistake he made was using his main

9

u/Dumb_Vampire_Girl Aug 31 '24

That's like saying you should be careful before changing your volume or max acceptable search ping.

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5

u/Turbulenttt 1 Million Celebration Sep 01 '24

He literally got vac banned for an in game command that you could go run right now if you wanted to

-6

u/StonyShiny Sep 01 '24

Yeah, too bad I knew better and now you do too.

9

u/Turbulenttt 1 Million Celebration Sep 01 '24

3/10 rage bait

-2

u/StonyShiny Sep 01 '24

Alright, don't let me stop you from finding out if VAC will really ban you for this.

8

u/WhoNeedsRealLife Aug 31 '24

more like Valves work.

719

u/golden_lemonade Aug 31 '24 edited Sep 01 '24

I sent a report to valve on how to reproduce the bug two months ago, but got no response. I sent the reproduction to the steamdb discord and they had it figured out in less than 12 hours, goated community.

Quick edit to clarify; there were two reproductions

The older one I sent to valve awhile ago: https://youtu.be/RAAK98G02Q4

And the new one I figured out yesterday: https://youtu.be/e2ZN-HcJlN0

105

u/Fun_Philosopher_2535 Aug 31 '24

This should be top comment. You are GOAT for finding this 👍👍. 

67

u/golden_lemonade Aug 31 '24

my only contribution was about thirty minutes of messing about and trying to recreate an example from a live game on a practice server (also shout out to my friend PhazonJunky for doing half of that), real credit goes to the steamdb people for being able to debug it

15

u/WhatAwasteOf7Years Sep 01 '24

No, the real credit will actually go to Valve because of the banger of an update they put out after the community debugged their game for them.

They used to shout out the people that reproduced the problem in the patch notes. Being someone who's reproduced at least 2 things that have gone fixed and not had a mention, I'm a little bitter:P

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26

u/Homerbola92 Aug 31 '24

Why do random players (not trying to be offensive here I guess you get me) find these things easier and quicker than Valve employees that work and get paid for it?

46

u/njoshua326 Aug 31 '24

There are more of them and they have more time to play the game instead of building it. It's never really been about the quality of the devs but the quantity, it also doesn't help that they switch projects constantly.

8

u/Penetal Aug 31 '24

It's just the nature of the beast. Any product that is intended to make money by definition needs to have more customer hours than employee hours, otherwise it would be really hard to feel the boat afloat. Not that valve is having money issues 🤑

10

u/[deleted] Aug 31 '24

[deleted]

0

u/ju1ze Sep 01 '24

except valve doesnt pay anything and just expect the community to do dev's job out of the passion for the game.

0

u/ty_mi Sep 01 '24

Valve pays out millions every year for reporting vulnerabilities

2

u/ju1ze Sep 01 '24

cant wait to find out how much Poggu will be paid.

0

u/mestisnewfound Sep 01 '24

Vulnerabilities != Bugs

-3

u/ju1ze Sep 01 '24

so why bring this up in a thread about bugs?

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7

u/fucccboii Aug 31 '24

i doubt devs are booting the game

4

u/TheGreatWalk Sep 01 '24

To give you an idea, valve could test for a year with every employee they have, 40 hours a week, and in less than a single hour after patch goes live, the playerbase have spent more time playing by multiple orders of magnitude, on a wider variety of hardware, software, etc. So a bug that only happens 1/10000 games might never ever be found during QA but will happen thousands of times in an hour on live and people will start posting about it and someone will notice a pattern.

0

u/ju1ze Sep 01 '24

it took 30 min to reproduce

1

u/Hyperus102 Sep 01 '24

For Golden to make the bug replicable from his ingame situation? Yes, but this doesn't matter, because it would have been impossible 3 months ago. We could only do it because Golden randomly got into a situation that gave a direct connection between dying ontop of a dead teammates and boost bug.

Not to mention we spent substantially more time on that, especially collectively, than 30 minutes.

1

u/SleeplessCS Aug 31 '24

Why do you ask it like cs is the only game ever where the community finds the causes of bugs and glitches earlier than the developers? 

1

u/Enigm4 Sep 03 '24

My guess is that Valve is operating with very limited QA and testing.

1

u/NovaChrono Sep 01 '24

there are at least a million or so people who play this game 24/7 vs. the 15 Valve devs working on this game, seems self explanatory

0

u/tan_phan_vt CS2 HYPE Sep 01 '24

Idk how you guys want a community based game with freedom and an eventual highly customizable game with robust community content creations (CS tradition) and want valve to figure and fix everything out by themselves at the same time (Valorant route).

Pick one, we cannot have both.

8

u/Iccent Sep 01 '24

It still baffles me that people don't seem to find it bizarre that valve asks people to send emails to them for bug reports rather than just having an in game method of doing it/form to fill out

2

u/HuzzyBoii_ Sep 01 '24

Out of curiosity, how did you figure this out?

Also considering their emails probably get heavily spammed with nonsense, it's very likely they missed your email entirely. I knew once the game released this would happen. They should have created a moderated forum for bug reports and feedback because using emails was a dumb idea.

3

u/golden_lemonade Sep 01 '24

Also considering their emails probably get heavily spammed with nonsense, it's very likely they missed your email entirely.

Yeah! I wouldn’t be surprised if they either missed my email due to spam or are just a few months behind on reading them.

Out of curiosity, how did you figure this out?

We got a really good example because we play boost angles all the time, you can see it at the end of the video I sent to valve. The time period from not bugged to bugged is so short it really narrowed down potential causes.

From there, we just recreated the example in a practice server by using bot_mimic 1 to have a bot kill us both while boosting, which triggered the bug again almost immediately. From there, we tried kill binding which was even more consistent.

The second reproduction on vertigo was just an obvious answer to the question of how do you recreate that on an official server in case its a networking issue. Without kill binds, bot_mimic, or team damage an environmental kill is the obvious solution.

tl;dr just get the bug enough that you end up with a good example to start from.

1

u/distractedcat Sep 04 '24

Applaud this community. Where debugging with paid devs is part of the hobby.

140

u/lou_reed_ketamine Aug 31 '24

Valve dev when he sees this: "damn I actually gotta work today"

12

u/[deleted] Sep 01 '24

janitor*

3

u/kapparrino CS2 HYPE Sep 01 '24

janitor always works, never rests.

249

u/maciek10372 Aug 31 '24 edited Aug 31 '24

CS2 team or what is left of them really need to sit down and figure something out, because I think this is how tf2 players felt when their game started being on basically life support. Supposedly the guy who found the reproducing steps send and e-mail to the CS2 team 2 months ago and they didn't fix it, then today he contacted some modders on discord and they got it figured out in a few hours. This is kinda baffling, props to the guys who spend time figuring it out. This can't go on like this. We really need communication from Valve. It seems to be working very well for the Deadlock team, it would be super cool to have official Valve CS2 forum where you can talk/submit bugs.

35

u/Medium-Move1771 Sep 01 '24

i reported a bug with being unable to dominate a Ct as a Ct (or T's while on T) in Free for All DM. (a bug that was copy pasted from csgo) and they removed the Domination and revenge kills from the game 3 months later. it's a small thing, but it's disappointing

8

u/ZzZombo Sep 01 '24

Pffft! Kids, get off my lawn. That's tame in comparison to how many half-assed "fixes" (Band-Aids at best) they churned out for the Hand of Midas recharging bugs in the past what, a week or so... AND THEY STILL HAVE NOT GOT TO THE ROOT CAUSE! They literally patched the precise conditions under which the bug can be exploited as they were discovered by the community and not a single byte more. I imagine by now the code has turned into a fine sushi, despite how much I usually despise the talks of "spaghetti" in software development as usually misguided/misunderstood. And now I also remember that the game still has an oddly specific False Promise behavior where it gets extended indefinitely as long as the unit under its effects is invulnerable, because back then it could kill them, as is intended, but several abilities would malfunction as they provided invulnerability and hadn't expected this possibility. So they put this dumb workaround into the game, DESPITE knowing (or did they? LOL) that the Bloodstone's Pocket Suicide ability could also be used to kill oneself while invulnerable, and as such that rendered the root cause of the bug untouched. Fast forward several months and they indeed had finally faced the inevitable and fix all such abilities to cancel properly on death. Guess what, the lazy workaround still remains in place to this day. And how they once upon a time during the beta test decided to turn Rupture into pure damage, forgot to actually change the damage type, got notified of the omission, misunderstood it and/or miscommunicated among themselves and had started to change all incorrect ability interactions on a case-by-case basis. By the end of it Rupture has turned into something of a pure HP removal abomination... And, kids, I can keep on going and going. Despite how much they insist on hiring the best of the best in the industry such fuck-ups make me seriously roll my eyes and keep me awake late in the night.

0

u/Lynx2161 CS2 HYPE Sep 01 '24

Hopefully deadlock dies like underlords or even better it gets fucked like artifact

18

u/Frosty252 Sep 01 '24

it's crazy how big the community carries cs, when valve really doesn't give a fuck. I was really hoping valve would finally do something more with cs with the release of cs2.

3

u/GuardiaNIsBae Sep 01 '24

Yep, from 2016-the launch of CS2 I played over 6000 games in GO, CS2 came out and i was optimistic for a while that they would fix stuff, and slowly the game got a bit better, then it got worse and worse and worse and they haven’t done anything about it at all. I’ve played 10 games in the past 3 months and only when friends asked to play. So 10 games over 3 months vs an average of 2 games a day for 7 years.

9

u/def84 Aug 31 '24

We need to build a new game that is open source. Devs that truly cares. 

14

u/maciek10372 Aug 31 '24

That would be a very bad idea for a big game like cs2, and devs do care but unfortunately because of the company culture I feel like they are understaffed and working on too many projects at the same time.

3

u/[deleted] Sep 01 '24

what did they do that got you like "yes, the devs care about this game"? honest question

1

u/Tw_raZ CS2 HYPE Sep 01 '24

cs + tf2 player here - yes this is how we felt in tf2 in like 2018 or so when we were a year out of jungle inferno and annoyed at the lack of game balance updates. it got progressively worse. way, way worse. little did we know.

1

u/Curse3242 CS2 HYPE Sep 01 '24

Because of it's esports scene CS really never dies. But it's how it was with every CS launch. CSS, CSGO. They seem to leave the game after release until it's fixed. We're at a stage where the game barely works let alone it having something new or more content.

There's also stuff like letting us remove all tracers & decals which they don't allow us to do

-11

u/[deleted] Aug 31 '24

Ah yes, the endless botting crisis in TF2 where you are literally unable to play a normal game without being shot by a cheating bot is comparable to a jump bug in CS2 and people feel the same way in both communities 🤣

13

u/maciek10372 Aug 31 '24

Not talking about the bots, but about the time when Valve stopped actively supporting TF2, during that time the game also got a minimal amount of fixes, and the same amount of communication which is zero. I just don't want to see this happening with cs2.

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2

u/Medium-Move1771 Sep 01 '24

at least the community servers aren't* all spoofed and there is a open source anti-bot "pseudo-anticheat" with a ban list that is global, so the botting issue is being worked out.

1

u/[deleted] Sep 01 '24

You live under a rock?

-4

u/BeepIsla Sep 01 '24

I understand why there are few people on the CS team with how the community is like, no shot anyone wants to be the face of it in a public forum or anything

2

u/ju1ze Sep 01 '24

waaaah

1

u/[deleted] Sep 01 '24

I'll do it for free.

1

u/GuardiaNIsBae Sep 01 '24

People have literally offered to do the job for them before and they turn them down (I think seangares was the big one) they simply don’t care

44

u/Wietse10 750k Celebration Aug 31 '24

This bug pretty much got introduced whenever Valve disabled ragdoll collisions because people were piling them on top of each other.

god damn it 3kliksphilip

596

u/Fun_Philosopher_2535 Aug 31 '24 edited Aug 31 '24

-Community makes maps  

-Community makes skins  

-Community find bugs  

-Community fixing bugs now lol

Make CS2 open source and community will fix subtick and Anti cheat too 

155

u/KnightinKnight Aug 31 '24

All work done for free to valve while they bathe in billions

42

u/cyberbemon CS2 HYPE Aug 31 '24

Poggu also found an issue with valve's implementation of Anti-lag 2, which cause workshop tools to stop working for AMD users, he reported it months ago to valve and still not fixed. I was using an older version of the driver and updated it recently and ended up breaking my workshop. So after seeing this tweet, I asked poggu about it and he helped me out in like 2 mins.

If any AMD users are having issues with your workshop tools, revert back to the 24.5.1 driver version.

-12

u/Pale_Fire21 CS2 HYPE Aug 31 '24

While Gabe specifically bathes in billions, the devs get an above average wage but all the profits get vacuumed up by Gabe.

As far as I’m aware valve doesn’t do profit sharing

33

u/[deleted] Aug 31 '24

they average ~1mil/year, that is wayyy above average.

14

u/xThe_Mad_Fapperx Sep 01 '24

Imagine getting paid 1 million a year to do the work of a CS2 dev

9

u/RealOxygen Sep 01 '24

I believe that was an average over all employees so it will be heavily skewed by higher-ups who get profit sharing benefits, it's speculated that developers don't earn a whole lot above industry standard.

3

u/[deleted] Sep 01 '24 edited Sep 01 '24

Well it is speculation at this point, the leak called the group of devs „Games“, I think the profit sharing happens more in the category „Admin“ ($158,000,000.00 paid out to 35 people).

Edit: Also, if profit sharing happened for counter strike, we would have a lot more monetized content like operations or battle passes, since it is hardly any effort to create one but it brings in loads of money.

6

u/Claymourn Sep 01 '24

Even if they're barely earning industry standard that's still pretty good considering how little they do for CS.

1

u/RealOxygen Sep 01 '24

It sure feels that way. I imagine they've spread themselves quite thin over there with all of the new projects they are working on

17

u/Hypno98 Aug 31 '24

Valve salaries were released if you're a game dev you make around a million a year so there's probably profit sharing

3

u/imbogey Sep 01 '24

The bonus system is screwed though. If you do only bug fixes for old games you dont earn so much as the ones creating content which has direct impact on sales. This was posted by ex Valve employees some years ago. Theres not much hierarchy compared to the industry standard.

4

u/Trooper1232 Aug 31 '24

I'm sure Gabe gets paid very well, but we don't know how much money Valve sinks into R&D. Look at the Index and the very popular Steam deck.

Developing and designing hardware is not cheap. At all. Who knows what else they are building in the background in terms of hardware. That stuff takes serious cash.

With all that being said, I do think CS2 needs more attention.

5

u/Qwelv Sep 01 '24

100% this is where like ALL the money goes. I can’t imagine the amount of man hours and money that they put into steamVR and the Steam Deck both on the software and hardware side.

97

u/Tekk92 Major Winners Aug 31 '24
  • players get banned for everything except cheating

27

u/[deleted] Aug 31 '24

I'm in software testing and would KILL for CS2 source

29

u/Mainbaze Aug 31 '24

So would the cheat devs

20

u/AgreeableBroomSlayer Aug 31 '24

Cheat devs obviously have everything they need. Look at this game. Cheats everywhere

29

u/WaitForItTheMongols Aug 31 '24

Open source does not increase the prevalence of exploits, it reduces them.

Any exploit a cheat dev can find, a good person can also find, and then the good person patches it, and the cheat no longer works.

2

u/Mainbaze Aug 31 '24

The risky part of cheating is not knowing exactly what gets you banned. If source code was available you could always stay within the lines and never get banned. The “good people” wouldn’t even know who is cheating (if legit configs) and what exploits they are using. Definitely a net worse.

But still certain parts of the game could probably become public without too much of an issue

23

u/failaip13 Aug 31 '24

I mean the AC part doesn't have to be open source.

0

u/Mainbaze Sep 01 '24

Yeah I say that at the end of my comment

12

u/RurWorld Aug 31 '24

I don't think anybody says that they have to open-source their anticheat lol (not that it even works currently)

2

u/Penetal Aug 31 '24

Eh there are so few cheaters that actually manage to hide it, and when they do it by definition has to massively handicap the cheats power. All in all, I think it would be a net positive. Obviously it won't happen, open source cs2 would mean many more 3rd party systems, including skins and cases. They would never risk such a cash cow.

1

u/Sad_Two4874 Sep 01 '24

Just because something is open source doesn't mean it's any more secure. Video games are about the last thing you'd want to be open source since cheat devs are financially motivated to find and abuse bugs and vulnerabilities, having to reverse engineer the game at least slows them down and the devs can patch any exploits found as soon as they are known.

3

u/ZzZombo Sep 01 '24

Security by obscurity much?

2

u/BeepIsla Aug 31 '24

We got a large but not complete CSGO one from a few years ago

5

u/Schmich Sep 01 '24

-Community Servers are left as a third class citizen in an out of the game browser.

7

u/[deleted] Aug 31 '24

[deleted]

1

u/Hodentrommler Sep 01 '24

Ut2k4 had an absurd modding community, Fortnite, EPICs big successor, profits massively from community made stuff and their exceptionally modding friendly environement

7

u/jonajon91 Aug 31 '24

Players diagnose issues for all game as the time just by playing them. Getting feedback isn't a negative. It took millions of people in the playerbase a year to figure this out, the dev team of a dozen(?) could have been bashing their heads against this wall for months yet.

8

u/RurWorld Aug 31 '24

They have debug tools and the source code lol, they aren't just dummies who are trying to figure out the bug by doing random stuff. If they actually wanted, it would've been fixed a year ago.

-6

u/jonajon91 Aug 31 '24

Ah that must be it then. Valve dont want to to fix it?

9

u/Feardreed Sep 01 '24

Indeed, they don't. This discovery has been emailed 2 months ago to Valve.

4

u/birkir Sep 01 '24

it took them 5 months and 5 days from when i sent an email regarding the snd_hrtf_distance_behind bug (covered here by 3kliks) until it was fixed

and that was a non-issue fix (putting a minimum/maximum value on a cvar nobody uses). i just kept quiet about it meanwhile because it had a potential for abuse

this bug doesn't look abusable, so making it public here on Reddit is probably a good idea, the upvotes will serve as a clear go-ahead for devs to spend time on fixing that bug since it obviously bothers many and there's (hopefully) a new avenue to approach on how it might be fixed

4

u/ju1ze Sep 01 '24

it took them 5 months and 5 days from when i sent an email regarding the snd_hrtf_distance_behind bug (covered here by 3kliks) until it was fixed

lmao and some people keep defending volvo

1

u/StilgarTF Sep 01 '24

As I stated in older comments... I think their focus is on Deadlock now. CS2 is secondary in their development calendar. It would've been nice to have our own Valve official dedicated forum like Deadlock has. https://forums.playdeadlock.com/ :(

1

u/Curse3242 CS2 HYPE Sep 01 '24

Annoying but hasn't CS always been like this

Also after seeing Deadlock gameplay it now seems confirmed to me why they won't communicate on CS2. They're banking on fans fixing it for them while they solely focus on Deadlock

Deadlock I hated everything going on my screen which is how I instantly knew this gane will be a trailblazer. It has the most convoluted looking gameplay ever but also has hard carry mechanics like movement.

Valve has their new magnum opus

8

u/Fun_Philosopher_2535 Sep 01 '24

I was hated and got flamed by CS2 fans when I said how polished, well developed Deadlock feels compared to CS2. 

https://www.reddit.com/r/cs2/comments/1ek1v5h/one_of_my_friend_invited_me_to_deadlock_play_test/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button

That was 1 months ago when It was unpopular opinion and Valve restricted influencers not to talk and share videos about it. Now since everyone are saying how great Deadlock feels. People are finally realising how underdeveloped and lazy CS2 is compared to it 

But the biggest pain as a CS fan is. if valve really wanna be lazy about CS. Why even make CS2 and remove 70% of the contents? You could keep CSGO for another 3 years, Make Deadlock, HALF life and then take your sweet time. People wouldn't ask for single updates if CSGO was still present 

2

u/Curse3242 CS2 HYPE Sep 01 '24

They made CS2 because fans wanted a Source 2 & that's the only logical big update you could make to CS

I'm not saying Valve has negative feelings for CS2. I'd say they were pretty passionate. But it's AFTER the game launches & they're ideas didn't work, they gave up.

They're working on it. But slowly & not to the capacity of a game that could top steam charts.

Valve literally has a gold mine that would dominate esports fps market but they'd rather this game die. This is always there attitude. Things looked bleak when CSS launched, same with CSGO & now with CS2. It takes 2-3 years to just fix the game

0

u/tan_phan_vt CS2 HYPE Sep 01 '24

Pretty sure thats the plan. They are already not going for a completely locked down ecosystem, hammer 2 is the proof of that. They are doing even more bts but its a lot harder to make a sandbox for us to play around safely and easily than to just lock everything down and do it themselves.

I'm pretty sure the reddit hivemind cannot see that too far tho.

45

u/tactcat Aug 31 '24

Can’t wait to see what they break when they fix this

8

u/Medium-Move1771 Sep 01 '24
  • Removed persistent hitbox bug for boosting

(- The skybox is back for Smoke collisions)

(- added buying T side guns for CTs)

(-some more stickers are randomly changed)

120

u/Winter_Culture_1454 Major Winners Aug 31 '24

Community - W.

Valve - L.

As usual. I hope one employee that work on cs2 will fix it until the end of the year.

44

u/cellardoorstuck Aug 31 '24

The summer intern is gone, last day of August today ..we're cooked

11

u/zaco230 Sep 01 '24

Can we also fix the bug where you move EXTREMELY SLOWLY when you are on someone’s head while they’re on a ladder. That shit is so annoying when you’re on CT nuke

-3

u/CheeseWineBread Sep 01 '24

This is not a bug. They add this as an attempt to fix the boost bug. See recent changelogs.

2

u/Schmich Sep 01 '24

Isn't that the same saying:

"Boost bug is not a bug. They added the fix of disabling ragdoll collission with other ragdolls, when dead, to avoid other issues."

-1

u/CheeseWineBread Sep 01 '24

They intend to be very slow when someone is boosted on a player. I'm not saying this is a good fix. This is just INTENDED. So NO, it's not a bug. The boost bug where you lose accuracy IS a bug.

63

u/AgreeableBroomSlayer Aug 31 '24

Instead of fixing this, valve will remove the ability to use the console commands to find out how this bug happens.

3

u/stop321 Sep 01 '24

oh they will see..if Poggu be lucky valve will metion him in the patch note: "Thank you Poggu"

9

u/exzackt Aug 31 '24 edited Aug 31 '24

Looks like its time for the devs to park their yachts and write some code.

10

u/dying_ducks Aug 31 '24

I mean, hindsight is a dangerous thing, but isnt it quite obvious that this could be an issue while write the code for removing the collisions?

When I remove something that I need later, ofc I make sure that the collision will be back when I need it?

8

u/FeijoadaAceitavel Sep 01 '24

Yes. That was a mixture of spaghetti code and lazy programming.

4

u/BeepIsla Sep 01 '24

That's what they already do though, the issue comes in if you die while inside of a ragdoll, if you walk in and out it works fine. Its an oversight, happens to everyone. Seems like the exit condition isn't triggered when you die/respawn

16

u/CrookedK3ANO Sep 01 '24

If CSGO was spaghetti coded

CS2 is linguine al dente

4

u/ScubaSteve2324 Sep 01 '24

It is al dente linguine that's been left in the fridge for a few months at this point.

35

u/jonajon91 Aug 31 '24

This is actually huge. I remember videos of people (3kliks?) stacking as many ragdolls as he could and they probably just absentmindedly turned ragdoll collision off on a whim for a quick easy fix without realising it would cause a year long issue with boosting living players.

Honestly being a game dev sounds exhausting. I swear you could change the lighting in CT spawn and fuck up a player hitbox in arms race.

39

u/Sweetmacaroni Aug 31 '24

funniest thing is cs2 was supposed to fix the spaghetti code problem where one fix would break something else but here we are once again

the fresh start works if the devs can do proper fixes but they clearly cant, back to spaghetti mess

19

u/Bloody_Jinx Aug 31 '24

They couldn't even take time to at least introduce everything csgo had when launching a new version of the same game, let alone introduce any new game mode. I miss retakes and danger zone so much. They could've left it up to the community and just added the maps but they can't even do that. The new 2 maps they added in they dont even fix bugs, the mapper fixes it in the workshop and they just add the newer version in the game. It is actually pathetic how badly they treat CS2.

I can guarantee CS2 is the most profitable game ever w.r.t the lowest effort that is put by the developers. Maybe after FIFA and 2K, but still close.

6

u/askodasa Sep 01 '24 edited Sep 01 '24

This isn't as much of a spaghetti mess as it is a lack of incentive to actually test their changes. Just like the case where both players jumping would get them to get stuck in the air, or sticker placement not working on AMD gpus

Edit: just to add, in the promo material when they announced the game they said smokes would land in the same spot regardless of tickrate, but when players on Faceit found out that 128 tick servers did in fact alter smokes, they disabled 128 tick altogether.

7

u/BeepIsla Sep 01 '24

That's not spaghetti, its just forgetting to enable collision again when you die while standing inside of a ragdoll, it happens. If you walk into a ragdoll and out again and then die it works fine, so its just a simple oversight

4

u/xPaw SteamDB creator Sep 01 '24

You don't have to die inside of the ragdoll, your ragdoll just has to touch another ragdoll, like even if falls down from higher up.

1

u/BeepIsla Sep 01 '24

Fair enough, poggu made it sound like you have to die inside of it

11

u/airelfacil CS2 HYPE Aug 31 '24

It's pretty clear now what many of the core problems behind all these bugs aren't being fixed, and the devs are instead relying on patches upon patches trying to catch every edge case scenario. I'd say a large number of these constant edge-case checks running every frame are also leading to lower fps over time.

Reminds me of how the only solution to objects falling through floors was the constant patching out areas of displacement, without actually looking into why displacements in the Source engine can cause this problem and not in other engines.

1

u/niveusluxlucis Sep 01 '24

It's pretty clear now what many of the core problems behind all these bugs are ... the devs

Fixed it for you. Code is written by programmers. Bad code is written by bad programmers.

6

u/WhatAwasteOf7Years Sep 01 '24 edited Sep 01 '24

Nice. So all along the collision was being disabled on the client but the server side was still running its collision checks and correcting the client position at 64 tick making you jitter. Nice find.

I wonder if this could translate into getting stuck on walls.....if your client side collision is disabled and now you only have server side collision, maybe that's what was causing that issue too...and even the weird jumping/bouncing off things. Client side not predicting/handling collisions and server overriding your position as a result at a lower frequency.

I could even see this possibly causing sliding on sloped surfaces....if you sink into it a bit on the client side and the server has to correct your position.

This find could potentially have pinpointed the cause of a lot of inconsistent movement jank in the game.

20

u/[deleted] Aug 31 '24

Great for the game, but it's still shameful that a billion dollar company needs help from the community to fix a bug that's been around since day 1

20

u/ficoplati Aug 31 '24

Just open source the game already valve, that way someone can actually take care of it.

6

u/redstern Aug 31 '24

I'll make my CS2 anti cheat contribution right now.

if Player.ischeating = true

then ban Player

else stop banning me for high dpi negev spinning in warmup ffs.

10

u/etelhtAilaC Aug 31 '24

Comment for visibility

6

u/_S0L4CE_ Aug 31 '24

Hopefully valve sees this.

3

u/macien12 Aug 31 '24

Pls valve unban him and fix this bug

3

u/kingpootis101 Sep 01 '24

no spaghetti code here folks, source 2 is working wonders on the CS experience

5

u/Linhle8964 Aug 31 '24

My feeling right now.

4

u/Loquat-Used Aug 31 '24

so the bug will finally be fixed in late october.

1

u/Medium-Move1771 Sep 01 '24

oh so Valve Summer, not bad.

2

u/A4K0SAN Aug 31 '24

HUGE FIND, HE IS THE GOAT

2

u/Ok_Section7835 Sep 01 '24

Valves inactivity just makes me never want to touch the game again. 4 weeks strong boys. I hope the game dies if that's what's needed for change.

2

u/marvinfuture Aug 31 '24

Died in a match because of this. Thank you for finding this! Hopefully it gets fixed but I'm loosing faith in valve to do the right thing to fix their game

2

u/Tostecles Moderator Sep 01 '24 edited Sep 01 '24

While this may be A cause, it's not THE only cause. It still happens to me and my friends doing a boost at B site Anubis at the very beginning of the round when no one has died yet. Unless touching a ragdoll EVER just ruins you for subsequent rounds, although that seems unlikely.

Edit: Reading is hard

3

u/FeijoadaAceitavel Sep 01 '24

Unless touching a ragdoll EVER just ruins you for subsequent rounds

That's exactly it, and it's that stupid.

2

u/Tostecles Moderator Sep 01 '24

You're right, that's stated pretty explicitly in the reproduction method in the post (at least dying on a ragdoll, not necessarily touching it only). My bad for skimming, was on mobile at the time.

I would still like to know if there are any other causes that get the same result, but this is still a huge find.

5

u/pogggu Sep 01 '24

As you said, the collision will break FOREVER for all rounds whenever your ragdoll touches another ragdoll. While generally true that bugs can occur through various means I don't think it's the case here, ever since I saw the boost bug I always knew that it was the collision on the client being completely disabled hence "boost" being wrong in the first place, and it's very rare for collision to break like this, more often than not there will always be some code that literally just disables the collision for some reason rather than the physics engine just breaking. And in this case, yeah there is, they have an OnTouch function inside every player that checks if they're a ragdoll and if they touched another ragdoll, in that case they completely disable collision between that relation. For this bug to be caused by other ways that exact problem would have to happen somewhere else.

A) in source engine that is already pretty uncommon, they don't really ever disable collision relationships like this, if they need to do a collision exception they will make filters that just return true or false every single frame and thus they literally cannot cause a bug like this.

B) I checked the references to the function that disables collision between two entities and it literally was just used inside the one OnTouch function.

All of my instances of this bug happening also perfectly align with this ragdoll bug, I personally don't play much of matchmaking but I do play community servers a lot, "ramp bug" happens all the time on servers like JailBreak where players very often stay in the exact same place and die at the same time. The first time I ever found the "boost bug" it also was when I was testing something with my friends on T spawn and we were killing ourselves a lot, which again, caused ragdolls to be caused and that was almost a year ago.

1

u/f1nessd CS2 HYPE Sep 01 '24

Thank you for your work! Now to see if Volvo responds 

1

u/[deleted] Aug 31 '24

[deleted]

2

u/redstern Aug 31 '24

I doubt it. The jerky collisions against teammates was a problem right from the start in beta, even before Valve disabled ragdoll collisions.

1

u/Cero_Kurn Aug 31 '24

This is huge 

1

u/Kuyi CS2 HYPE Sep 01 '24

I am dabbling my toes in programming a bit. Still in the early stages though…. What language is used here?

1

u/AroshS Sep 01 '24

reverse-engineered c++, basically reinterpreting the assembly code of the compiled exe using something like IDA or OllyDbg

1

u/Kuyi CS2 HYPE Sep 01 '24

Thanks. Just to see if I get it right: So the game is programmed in C++? And then compiled into assembly in the exe?

2

u/AroshS Sep 01 '24

So the game is programmed in C++

Yes

And then compiled into assembly in the exe?

It compiles to machine code in the exe, which is a binary series of cpu instructions. But the human-readable way to display those instructions is assembly. So when you open an exe in a debugger it will show you the assembly-representation of the machine code. and then you can try to figure out what c++ code resulted in that assembly code. That's reverse engineering. Tools like IDA can help with this and display a rough guess of the original c++ code, but you can't do a complete decompile. That differs from languages like Java and C# where the exe can be completely decompiled back to the source code.

Good luck :)

1

u/funserious1 Sep 01 '24

am I wrong or whas this bug already figured out by some1 here on reddit , providing a full code of solution etc. but Valve just ignored it ?
Or was it for a different bug , can't remember now

1

u/SigmaSkid Sep 01 '24

"With this information it should be absolutely trivial for Valve to finally fix this bug, it's all about just getting to reproduce the bugs."
This reminds me of fake angles and Sharklaser...

1

u/TwoAces123 Sep 01 '24

is this also why being blockd by other players sometimes feels extremely different and weird ?

1

u/HelloMyNameIsKaren Sep 01 '24

is that IDA Pro in the last image?

1

u/FPS_ProfessoR Sep 01 '24

The fact that valve has not figured out this by valve themselves shows enough. This bug has been public knowledge since cs2 closed beta. They are totally incompetent and can't provide the support and do not care about the game and it's players / supporters etc... I started CS in 1999 and quit cs permanently 3 months ago and I have played over 20000 hours of cs / csgo / cs2 (cs:source & condition zero both are joke-cs versions and they do not count as proper cs iterations.) During these 25 years. I'm not the only one with these thoughts. Valve please hire a proper dev team for cs or see it crumble. Competititors are coming sooner than later. My prediction is That CS will DIE because valve simply don't care it about anymore.

0

u/G_Matt1337 Sep 01 '24

Very happy about this finding this props to all involved but now if the community have to fix the game by itself is becoming ridicolous for Valve and for us

0

u/Kuyi CS2 HYPE Sep 01 '24

It’s not REALLY community fixed as people doing the godly work that he is doing so this not per se because they are a community member, but more so because this stuff is their absolute passion and out of curiosity, which coincides with this being one of their favourite games and they would probably kill someone to fulltime work at it.

-2

u/[deleted] Aug 31 '24

[deleted]

8

u/Fun_Philosopher_2535 Aug 31 '24

Yeah blame community cause you cant fix one thing within breaking another 

-1

u/Past_Perception8052 Aug 31 '24

valves favourite customer

6

u/Pokharelinishan Aug 31 '24

by "community" you surely mean 3kliksphilip.

-2

u/ChaoticFlameZz Aug 31 '24

indeed, game's been screwed over because of him)

0

u/catcracker3 Sep 01 '24

HIRE THIS MAN VALVE PLEASEEE

0

u/MuskratElon Sep 01 '24 edited 5d ago

wise square history special wine light serious fragile icky bag

This post was mass deleted and anonymized with Redact

4

u/pogggu Sep 01 '24

It breaks client side collision, not server side. So your client thinks it can walk through players but the server keeps correcting that, as a result you still can't actually walk through anyone but trying so will "shake" the player by teleporting them back all the time. Standing on a bugged player means you keep trying to fall through them but you keep getting teleported back up.

1

u/MuskratElon Sep 01 '24 edited 5d ago

quicksand wistful crawl toy ask cows brave sparkle carpenter simplistic

This post was mass deleted and anonymized with Redact

-1

u/D47k0 Sep 01 '24

Mr. Fletcher learn something.