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Cs update [April 20, 2009]


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MPNumB
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Old 04-20-2009 , 23:02   Cs update [April 20, 2009]
Reply With Quote #1

Lets discuss about this update:

Quote:
Originally Posted by Update News


Counter-Strike and Condition Zero Update Released

Updates to Counter-Strike and Condition Zero have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:


Counter-Strike and Condition Zero
* Prevent Russian Walking exploit

Server changes
* Fixed players being kicked from servers with an INVALID_STEAM_TICKET rejection
* Added a message to the server console to show when the server has reconnected to Steam
* Made map name and other variables reported by the server stay more current
* Fixed mp_timeleft not updating in server rules (or any unlogged cvar for that matter)
* Show HLTV being connected in the player count for pings
* Fixed HLTV staying in players list even after disconnect
* Fixed server hang when a user connects with a specially crafted info string
* Fixed occasional crash under Linux on startup for SMP machines (Linux)
* Cleaned up hlds_run script (Linux)
---

I noticed that if you bhop on one place there still is the jump-up sound. It results that there also is a jump sound when we are ducked. It gives us this bug: when you are ducked ground-texture-sound is not reseted, so if you run on some metal. Then shift-run/crotch run to some ground nearby with another sound. Then bhop while being ducked on the same place - your ground-texture sound will be metal. This bug comes from "Prevent Russian Walking exploit" what really still exists, cuz "russian-walking" actually is simpe duck and fast unduck (if you sill having problems understanding this exploit you should look at my fix plugin of this bug). However valve thought that it's ducked bunny-hop (not so called doubleduck) (isn't it a funny fail? ).

---

Anyway, valve failed with "russian run". We are scripers and one more discussion what I want to bring out is... Is there a better way to fix this bug ("russian-run"), not removing doubleduck itself?

Here is how I would remove this bug:
PHP Code:
new bool:g_bDelayPassed[MAX_PLAYERS];
new 
bool:g_bInDoubleDuckFall[MAX_PLAYERS];
new 
Float:g_fOldFallSpeed[MAX_PLAYERS];

public 
PlayerPreThink(plr)
{
    static 
s_iFlags;
    if( (
s_iFlags=pev(plrpev_flags))&FL_ONGROUND) )
    {
        if( 
pev(plrpev_oldbuttons)&IN_DUCK && !pev(plrpev_button)&IN_DUCK && !(s_iFlags&FL_DUCKING) )
        {
            
g_bDelayPassed[plr] = false;
            
g_bInDoubleDuckFall[plr] = true;
            
g_fOldFallSpeed[plr] = 0.0;
        }
        else
            
g_bInDoubleDuckFall[plr] = true// support custom for teleports
    
}
}

public 
PlayerPostThink(plr)
{
    if( 
g_bInDoubleDuckFall[plr] ) // player doubleducked
    
{
        if( 
pev(plrpev_flags)&FL_ONGROUND // player is on ground
        
{
            if( 
g_bDelayPassed[plr] ) // if 1 player-think delay passed we can be sure that player landed after doubleduck
            
{
                
// alive / noclip / sound-speed check and emit land sound
            
}
            
g_bInDoubleDuckFall[plr] = false// remove doubleduck save info
        
}
        else 
// player is in air
        
{
            
g_bDelayPassed[plr] = true// save that there was no object blocking doubleduck
            
            
static Float:s_fVelocity[3];
            
pev(plrpev_velocitys_fVelocity);
            
            if( 
s_fVelocity[2]>g_fOldFallSpeed[plr] )
                
g_bInDoubleDuckFall[plr] = false// player got pushed up, so we reset all data
            
else
                
g_fOldFallSpeed[plr] = s_fVelocity[2]; // save last fall speed
        
}
    }
}

// don't forget to reset info on player connect and spawn and touching trigger_teleport
// reset it using this code:
// g_bInDoubleDuckFall[plr] = false; 
How would you?

P.S. Write the code as if Valve looks here - maybe we'll get lucky and they will fix the no-sound-reset by removing what they done and will fix russian-run the way it should be fixed. Ya, I know - in my dreams.

// edit:

Also this sound thing valve added works only for the client id what you are. In other words if someone nearby is bhoping on one spot - you hear no sound. But if you do that - there is a sound for you. Anyway, this is a double-fail update.
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Last edited by MPNumB; 04-22-2009 at 09:35.
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joaquimandrade
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Old 04-20-2009 , 23:08   Re: Cs update [April 20, 2009]
Reply With Quote #2

Tell me if i understood it right. Valve tried to fix "russian walking exploit" but, it was a failed fix.
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MPNumB
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Old 04-20-2009 , 23:16   Re: Cs update [April 20, 2009]
Reply With Quote #3

Quote:
Originally Posted by joaquimandrade View Post
Tell me if i understood it right. Valve tried to fix "russian walking exploit" but, it was a failed fix.
Yes. They just made more visible the "no-texture-sound-reset" bug. And didn't change the "russian walking exploit" at all.

Russian-run is: run, press duck, unpress duck before you are ducked, do it again, again, again, again... You run with no sound. Best way to exploit it is to bind +duck on mwheelup key.

They added a sound when player jumps nomater what (jump has nothing to do with russian-run). They only made the "no-texture-sound-reset" bug more visible... So in other words instead of fixing russian-run bug they just made another one to be exploited more often.

In other words like I already said in this reply - the answer to your question is: "no - they didn't fix it - it's a total fail".
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joaquimandrade
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Old 04-20-2009 , 23:22   Re: Cs update [April 20, 2009]
Reply With Quote #4

Quote:
Originally Posted by MPNumB View Post
They added a sound when player jumps nomater what
I'm curious. So in what situation(s) does occur a sound now, where it didn't occur before the update?
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MPNumB
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Old 04-20-2009 , 23:36   Re: Cs update [April 20, 2009]
Reply With Quote #5

Quote:
Originally Posted by joaquimandrade View Post
I'm curious. So in what situation(s) does occur a sound now, where it didn't occur before the update?
Before the update you had no-sound if:

your speed is low + you jump + your pev_fuser2 is not 0.0 (0.0 = no slowdown after jump what was made earlier).

your speed is low + you jump + you are ducked

---

Now you have a jump sound in this both cases.
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Last edited by MPNumB; 04-21-2009 at 01:47.
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Voltron
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Old 04-21-2009 , 03:00   Re: Cs update [April 20, 2009]
Reply With Quote #6

I have an issue with this update. My CS freezes while I'm in spec now and I have to terminate it.

Does this happen to anyone else?
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MPNumB
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Old 04-21-2009 , 03:24   Re: Cs update [April 20, 2009]
Reply With Quote #7

Ya, when I duck when dieing my keyboard in cs freezes. But everything becomes ok after I respawn.
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minimiller
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Old 04-21-2009 , 04:11   Re: Cs update [April 20, 2009]
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If i was blocking the doubl duck, i would time how long it takes for a duck to go from "standing up" to crouching. If the player let go of the button during the crouching process, they would not be able to stand up untill they were fully crouched

I cant write the code for it yet because im at school =[
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plasmo
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Old 04-21-2009 , 06:10   Re: Cs update [April 20, 2009]
Reply With Quote #9

yeah this new update is a huge fail
especially to competitive cs players

the sound from the jump now means it will be
harder to

sneak jump into d2 window
sneak boost into inferno b
sneak boost into inferno window
nuke is unplayable [too much noise]
train has sound texture bugs
boost anywhere
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minimiller
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Old 04-21-2009 , 11:25   Re: Cs update [April 20, 2009]
Reply With Quote #10

Just played 2 mixes with this new shitty game
Its fail
Being a KZer i used to gain advantages by jumping in spots that normal players cant get to
The new update allows them to here me jumping from the other side of the map
:@
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