Counter-Strike 2

Counter-Strike 2

Season [OLD]
ted  [developer] 9 Feb, 2014 @ 7:15pm
Update 2.0 Bugs
Post any Theme 2.0 bugs here and I will get to the ASAP
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Showing 1-15 of 27 comments
marvelous 12 Feb, 2014 @ 12:02am 
hey,
i have every new round this error:
class C_PhysPropClientside 'models/props_junk/propanecanister001a.mdl' has a base specified as 'Metal.PropaneTank', but there is no matching entry in propdata.txt.
and here some boostpoints ... some are useful, some not, some are useful with a smoke:
http://imgur.com/a/IgWTR#0
good work, though.
Last edited by marvelous; 12 Feb, 2014 @ 12:10am
burning 12 Feb, 2014 @ 2:31pm 
- first person CT arms don't match with SWAT 3rd person skins
- flat board on the ground has player collision
http://i.imgur.com/aDg5gCi.jpg
- exit signs are usually red :)
- gap in the wall
http://i.imgur.com/OaHM8t4.jpg
- maybe these stairs should be clipped?
http://i.imgur.com/FL5CHKG.jpg
http://i.imgur.com/daLNuK0.jpg
- don't think it should take 2 jumps to get into ducts from the B pathway



- I still think the visuals can still be worked on, the mid and non-playable space is kind of underwhelming:
- areas outside of the map (especially on the right, right out of T-spawn), kind of just looks like a mess
- the mid area (area and terrain around that lone box, and the walls which the red ladder is attached to are pretty lackluster) I just think that the terrain texture there looks really boring, just a mix of light green and white
- the area between T-steps and mid doesn't really match the visual theme at all, a stack of tires, 2 garage doors (where would the vehicles go?)

- other than that I think making the overhead map, radar map, and map description more in line with the stock maps would also leave a more polished and complete feeling, although most players wouldn't really notice it too much
Last edited by burning; 12 Feb, 2014 @ 3:10pm
ReaLL ™ 12 Feb, 2014 @ 3:28pm 
Change ct 3rd person skin
WAve 12 Feb, 2014 @ 5:25pm 
Really really really minor bug?... but shouldn't the T Spawn greenhouses be labelled greenhouse 5 and greenhouse 6 (instead of 1 and 2). You pass by 2 more greenhouses on the way to bombsite B (where greenhouse 1 and 2 are). Or vice versa.
ted  [developer] 12 Feb, 2014 @ 8:20pm 
adds another texture. simple that way
Last edited by ted; 12 Feb, 2014 @ 8:20pm
ted  [developer] 13 Feb, 2014 @ 8:30pm 
addressing MID area http://imgur.com/a/Xjq0J
burning 14 Feb, 2014 @ 2:33pm 
one more incredibly minor thing I left out
- little gap
http://i.imgur.com/PEdOzp6.jpg

mid area looks really nice!
burning 15 Feb, 2014 @ 7:19pm 
One more:
- gap in wall by horseshoe
http://i.imgur.com/0c6JvCn.jpg

Also noticed in a pug a player clipping through the door after opening the door from mid and hiding in the corner behind it. Maybe the door interaction can be changed to the way the source version handled it? Opening the door from mid is kinda weird.
ted  [developer] 15 Feb, 2014 @ 9:18pm 
derp... I saw that before releasing and forgot about it. CSS handled the same I thought. pretty sure I had it 1 way
burning 16 Feb, 2014 @ 8:52am 
I dunno I just checked and source had it 2 ways with the door hinge on the opposite side. It's pretty minor I guess
ted  [developer] 16 Feb, 2014 @ 10:18am 
ok ill look into swapping it
Kodorieg 16 Feb, 2014 @ 6:22pm 
TR mid box is black.
http://i.imgur.com/f8Vrx2X.jpg
Last edited by Kodorieg; 16 Feb, 2014 @ 6:41pm
marvelous 18 Feb, 2014 @ 3:00am 
you can stand on the most doorframes
burning 20 Feb, 2014 @ 6:52pm 
Some more:
-able to peek through the door
http://i.imgur.com/tzLeibc.jpg
-can see a gap between the road and parking lot
http://i.imgur.com/FnacVwr.jpg
- stairs at alley from CT to upper A are not clipped
http://i.imgur.com/UAlBR7v.jpg
ICS⭐ 14 Mar, 2014 @ 3:34am 
Just something that caught my eye, on bombsite A, there are 2 ventilation units at the higher balcony without any rotor. I bet a lot of people won't notice a thing though.
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