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bhop plugins usually had a zone to stop the timer, i would rather ask the plugin author to add these zones because these should be a must have.
I could add the zones for the starting and end zone with the next update (when valve gives me script support so i can fix ice slide) or maybe when i get a gpu that is compatible with compiling bcause currently i can only compile with cpu which valve recently broke.
I just saw your plugin can detect trigger with specific names to stop or reset.
In case you can't create a timer stop or reset zone yourself, i wonder if there is a plugin for creating trigger yourself. i remember there was one for csgo where you could create or remove entities in maps.
You don’t understand, there is a sharp timer plugin, it seems to automatically read the starting zones when there is a trigger.
But this doesn’t matter either, the bad thing is that the bonus zones are open, and I don’t have the opportunity to close them.
Because of this, people have unfair completion times.
Valve must have broken something with an update...
I just thought about a workaround that maybe works for missing underwater fog and water surface when looking from underwater.
With all the issues cs2 currently has i will wait with the update until we get script support which i can use to make the slide areas properly. compiling the map takes 10 hours in my case and produces different lighning artifacts which are very hard to get rid off.
I watched a recent run by mukez where he did the skip.
Following the same path with noclip is still possible (i'm bad at surf).
When porting i took the original css version and haven't change geometry or trigger in that place.
I looked at both maps and the spot is identical.
Water is everywhere for me beside when underwater and looking up.
When making the port, cs2 didn't supported both and i think it still doesn't today.
Yes the boost in tetris is slower, but i don't get glued to the ground.
Could it be, that the 4 stamina settings aren't set to 0 in your case (which could explain your case)
If you mean the skip right after the entrance to the last room in the neon stage that skip is possible,
i tested it with host_timescale 0.2 bcause i'm not a pro lol. Maybe it's just harder in CS2?
Getting stuck on ramps like the one log is a general current cs2 problem and something i probably can't fix (i tryd different things).
1) a level with red tiles with a rise to the top around a tree, after stage 1 you can surf backwards and skip 4 stages of this level
2) water is not displayed after the trees in front of the sewer
3) Tetris has a boost of 70 percent Tetris desk, where you need to fly around objects (WITHOUT a NOCLIP IT IS PHYSICALLY IMPOSSIBLE) because boost immediately glues to the ground and prevents you from jumping over the red texture
4) skip at the end of the Tetris location (just not a working hit box)
Also booster in cs2 work different than in the older engine which forced me to make changes.
Booster being messed up is probably caused by server plugins trying to mess with the booster to revert them back to how they worked in the old engine.
You probably have textures issues because you have you graphic settings to low.
Resulting in reflections not working which makes some textures look off.
Source 2 engine works different and it will never be the same as originally.
Your 2. comment is something we can work with.
You wrote this is the only version in the workshop but there is a 2. one called bhop_arcane_final.
Where are the non working skips, mechanics and textures?
What is wrong with bhop on logs?
The ice is broken because valve haven't given me access to script support which i need to make it properly. Idk if there is already a better method than what i made now, i couldn't find any. If you know about one you can let me know ;)