Counter-Strike 2

Counter-Strike 2

Climb
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Squidski  [ontwikkelaar] 21 feb 2022 om 16:42
CS_Climb Bug/Feedback Thread
Please post bugs or feedback here
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1-15 van 16 reacties weergegeven
A few places that should be accessible:
https://imgur.com/a/COKkSg8
sup man, found there some smoke glitch
https://youtu.be/KbsXp7AS94g
Laatst bewerkt door ✪Adi; 22 feb 2022 om 11:29
https://youtu.be/gr2dmNL3lNU

i didnt look at it in hammer and im not sure if it was fixed yet, but there's an awkward player block spot by the outer rockwall. video should help explain what i mean
13 bugs found
Floating objects, object collision, errors when translating, cars without license plates and more.
https://imgur.com/a/7X1zSRm
imgur .com/a/Avg3dFb

Bots unable to pass through door. They open it coming from the balcony side, and then while going through, attempt to close and get stuck. Even if I try to open/close the door while in this position the door does not move.
Laatst bewerkt door stargazing; 27 feb 2022 om 20:43
The climbing walls look very much off to me. I work in a climbing gym as a routesetter (creating routes by putting the colored holds on the wall). I think it would already help a lot to do some thoughtful recoloring of the holds. This will make the walls much more realistic. You will never see walls like this in a real gym.
Squidski  [ontwikkelaar] 6 mrt 2022 om 12:01 
Origineel geplaatst door Dim:
The climbing walls look very much off to me. I work in a climbing gym as a routesetter (creating routes by putting the colored holds on the wall). I think it would already help a lot to do some thoughtful recoloring of the holds. This will make the walls much more realistic. You will never see walls like this in a real gym.

Hey Dim, they will be reworked in the next update a bit to make them be more realistic, however the color paths actually being meaningful is quite hard and a waste of resources from a modelling perspective
Origineel geplaatst door Squidski:
Origineel geplaatst door Dim:
The climbing walls look very much off to me. I work in a climbing gym as a routesetter (creating routes by putting the colored holds on the wall). I think it would already help a lot to do some thoughtful recoloring of the holds. This will make the walls much more realistic. You will never see walls like this in a real gym.

Hey Dim, they will be reworked in the next update a bit to make them be more realistic, however the color paths actually being meaningful is quite hard and a waste of resources from a modelling perspective

Hi Squidski,

Cool to hear that this will be adressed. I definitely get that they are resource intensive. You can probably get away with using way less hold sthan you are now, if that helps. If you want any input on realistic hold placement you can contact me if you want.
I noticed someone already pointed this out but did not explain the issue fully. A info_deathmatch_spawn entity near CT spawn does not have NAV mesh tiles beneath the centre of it. While this does not affect players in anyway, if a bot were to spawn in this location, it will stand still not being able to move. Obviously this is a very minor issue that you can decide what to do with.

https://imgur.com/a/9hpXrs8
Hi, I found these 2 pixelwalks in your map, the first one being around CT spawn, you can boost on the letters and you can just very slowly slide surf on the top and walk around freely on top of those letters.
https://streamable.com/04zii3

The second one before the connector to drop towards tspawn, you can just pixelwalk over the doorframe. It is impossible to pixelwalk on other doorframs so it feels like an oversight
https://streamable.com/g30k0l
Ive also found out you can pixelwalk on this doorframe in Long Outside on the stairs
https://streamable.com/u86e8y
Buy zone not proparly working T-side, tried when playing with bots.

Says "you have left the buy zone" on some of the spawn points
Can confirm the buy zone for Ts being incorrect.
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