The issue is also present on Xbox Series S.
Immediate (1)
Today
In T186766#2710597, @BGZ wrote:Ffs.. Where is the problem to implement the server list fetching logic in a same/similar way DZSA did?
They are crawling servers from the Steam API (https://api.steampowered.com/IGameServersService/GetServerList/v1/) which cannot be spoofed that easily as direct A2S queries.You guys (BI devs) have implemented pretty solid solution for the official server verification with a pub/private keys, but you can't fix community servers list? ... Bullshit, I don't believe in that, you just don't give a sh** about this issue and that's it.
I have noticed the same problem. It gets worse when prone.
I've added a NULL Pointer check to the vanilla code to prevent server crashes. More specifically I've added NULL pointer checks on the variables ctx, state, and m_fsm in the modules weapon_base.c and weaponfsm.c. I've published this as a workshop item WeaponFSM Fix . Keep in mind this hardcodes these two modules with 1.27 code so it may break when 1.28 is released. Please remember to remove this mod when 1.28 is released.
Alright, look at this. This is me pressing W and A, then W and D. I can reproduce it very consistently.
Thank you
Here is mine as well.
Thanks!
Thank you for the report.
This has been reported previously and it is scheduled for a fix. Closing this ticket as it is a duplicate.
Regards,
Geez
Yes please! Significantly higher number of supported custom channels would allow many cool things to be done, like complex phone systems or organizing comms efficiently in vanilla.
banned
should be refunded