Counter-Strike 2

Counter-Strike 2

Zenith
 Acest topic a fost fixat, deci probabil este important
r.man MMV  [dezvoltator] 3 aug. 2021 la 12:52
MAPCORE HUB
Here we intended to resolve any problems that prevents Zenith of being run on Mapcore hub.
Editat ultima dată de r.man MMV; 3 aug. 2021 la 13:32
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Thisted 3 aug. 2021 la 14:38 
Hey, The most important thing is definitely the lights popping up through smokes. Very easy to abuse.
Bomb site markings would be a very nice QoL improvement but wont prevent it from going on the hub.
r.man MMV  [dezvoltator] 5 aug. 2021 la 13:42 
Hi, thanks for your insights again. I'm going to address those two problems in a new version as soon as I can. Maybe I'll try some other minor visual improvements too if time allows. Also want to write down details here for everyone else, in case there's a better solution or to help others.

My hotfix to this is working, but also -from the technical standpoint- it's stupid. To me the origin of this exploit is clearly a rendering design flaw in the engine. It's not supposed to be My job to fix it within a level. Also not supposed to limit anyone's artistic creativity by compromising gameplay.
Surely something to look out for when designing environment art currently for SE.
(Namely: placing glow effects within player height or in some special cases around vertical angled LOS seen in official maps. Zenith has both of these and multiple times.)
https://www.reddit.com/r/GlobalOffensive/comments/h0xtwm/using_the_new_lights_in_underpass_you_can_spot/

In an alternative universe where somehow Zenith has been added to an operation... this issue definitely would have been worked on.

The fix:
My immediate reaction was no, I knew the existence of this and back in 2019 & without really looking into it I thought there is no other solution than deleting the involved light effects. Kodiak was more loose on the abusement it caused on the overall gameplay. We wanted the map to be pretty so we kinda let it slip.

I was already looking into this when I first replied to You, so I could be sure that I'll have a solution. Deleting these effects was out, so let's turn them off for the duration of any nearby smokes right? I needed to track the cause somehow:

First I placed an event listener entity to track any smoke go off anywhere on the map (the down side is you can't localize the output so everything has to go off simultaneously) this method failed due to the entity was unable to register the possibility of multiple smokes overlapping with delays.

Secondly I dismissed Vscripting because I never had the time to learn it.

Finally I had to go with the mentioned "stupid" way: a trigger_multiple with a classname filter tied in and a logic_timer to cover smoke duration, working all together in a loop.
The missing link was to know how a thrown smokegrenade is called during gameplay.
With this information found: 'smokegrenade_projectile' my filter finally worked during tests. I think it will work pretty good for the standard casual and classic modes.

Now I have to go through all major combat zones placing these damn entity combos around considering gameplay situations.
If anyone knows better let us know...
Editat ultima dată de r.man MMV; 5 aug. 2021 la 18:54
r.man MMV  [dezvoltator] 15 aug. 2021 la 19:13 
Hey, since I've done some progress, expect a new version this week.
r.man MMV  [dezvoltator] 21 aug. 2021 la 15:14 
The update is finally out, see the change notes for details: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/1855652898

About a month passed since you first commented on the map, I hope we didn't lose all interest since than. Have fun and let us know if something is still wrong.
Thisted 21 aug. 2021 la 15:21 
Great! Update looks good. I'm looking forward to playing it next season!
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