Counter-Strike 2

Counter-Strike 2

ze_FFVII_Mako_Reactor_v6_p
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Opdatering: 21. apr. kl. 1:00

fix overlapping core teleport on the way out of the reactor blocking off the side path
add an interim zombie tp when the utility access worldlayer is hidden (spawn in the ladder areas, after the final doors open)
fix the bahamut and scorpion guard beam particles
minor lighting adjustments

Opdatering: 19. apr. kl. 22:18

significant optimizations to vis and phys
fix some propper models (midgar bridges) that were left as vis contributers causing some funky flickering
fix some deleted geometry
optimize some of the more expensive particles
fix vis, deleted "fake" reactor wall in the bridge area, so lighting is all nice and consistent now
reduce dustmote emission rate, toggle start/stop along with world layers
fix a delay spot on the pipe and in the reactor vents
change ending nuke to be game zone player (which should also help with the ragdoll lag in the pipe)
increase zombie speed for each stage, respectively: 4%, 8%, 12%, 16%, 20%
give a speed boost for makonoid infusion, respectively: 5%, 10%, 15%, 20%, 25%
fix some visblocker textures that were visible
compress texture mipmaps
change skybox lighting, remodeled some things, changed spotlight effects texture
delete "beta" banner from the train spawn

Opdatering: 25. feb. kl. 23:21

fix missing error material in skybox (forgot to compile it, sorry...)

Opdatering: 24. feb. kl. 23:24

add a trigger hurt at the end of the bridge to further prevent edging during boss and wind attacks
reduce item fx particle lights by a bit (.125 to .0625)
replace a couple of textures
add an additional remove context on item pickup to hopefully prevent item levels sometimes bugging
maybe fix gravity lag by reworking slowdown filtering systems to have some failsafes against spamming speedmods or spamming triggers
fix a visbug in the reactor entrance due to some leftover nodraw from a glass texture

Opdatering: 16. dec. 2024 kl. 6:01

fix music timing during zm mode
fix item leveling bugging out by placing another context removal on item pickup before test of activator against leveling filter
soundevents cleanup (ambience should be super quiet hopefully)
minor skybox lighting fixes
double check all particles have OIT disabled

Opdatering: 11. dec. 2024 kl. 4:32

core_teleport trigger mesh above the ladder was corrupted, causing a tp avoidance

Opdatering: 9. dec. 2024 kl. 17:13

reduce ultima particle light strength
fix item contexts not clearing on new round causing a case where if you max level on an item, and pick that item the next round, it will be at level 0
make some geometry inside the train spawn to be non-solid to account for cs2 player model sizes getting stuck on spawn (but crouching will still get you free)
static props inside of instances were not lightprobed, they are now lightprobed, which will help improve overall lighting - also to fully get rid of the light artifacts, had to do 8k
fix a teleport delay spot on the vent atop the final elevator, as well as on the right side of the reactor (next to the zm spectating pipe)

Opdatering: 3. dec. 2024 kl. 19:55

fix zm mode (city door was opening instead of being killed causing a tp to activate)
fix zr toggle respawn on zm mode (not that you would have gotten that far with the above issue)
fix two ambient occlusion textures on seph that were black for some reason, causing him to appear super dark and almost "unlit"
change some unlit generic textures to complex
grab some of the reactor from the skybox to put in the main vmap to obscure all the broken vis of the reactor
fix some particles that were missing game overlay pass
fix some of the ultima particles not showing up because of mixed resolution rendering not being checked
fix some environmental ambience sound effects being too loud
remake the fire escape so that cs2 player models can consistently fit through it
fix some collision on the window frames in the mansion (these should not be solid, previously were after converted to world meshes) which prevented cs2 player models from fitting through them
fix up the bahamut impulse attack particles and add a quick cooldown filter context to prevent one person being targeted by multiple impulses (unless they are the only person alive)
fix some pipe collisions in the reactor
extend some teleport triggers (there was a tp avoidance on the very righthand side inside the wall where the pipes go)
normalize music files to a consistent gain level
compile with 128x128 cubemaps, 4k lighting to reduce filesize
replace some textures with some cs2 assets that were shipped
fix the ultima skybox particle on zm mode
change the makonoid model to be an actual "setmodel" input instead of bonemerge with a prop_dynamic, this should prevent instances where a player appears to have two separate player models, lingering makonoids after ultima, etc.
change the setparentattachment method for the trigger_hurt on makonoid due to the above change (also move the particle into the makonoid model itself, so it should consistently give the particle to anyone who infuses in the reactor)
add vertex welding and normal smoothing to seph's model
remove some old zr commands that are unnecessary (i.e. respawn delay)
add underwater overlay particle

Opdatering: 24. sep. 2024 kl. 6:18

fix zm shortcut in area before reactor
change heal trigger system to be more consistent (thus fixing cases where you don't get healed / don't get immunity)
optimize particles
reduce some sound effects
fix some zm jank in the reactor prior to the boss fight
fix some items spawning in bad positions
fix some floating boxes in a particular garage
fix the wrong post processing being in the reactor pool

Opdatering: 15. juli 2024 kl. 2:37

fix a case where the anti-spam logic for the speedmod on gravity was affecting humans too due to filter issues
fix the combine binoocular texture having additivie alpha sorting issues with particle effects
fix some soundevents that were incredibly loud, making them quieter and reducing the radius, and marking them as ambient channel for mixing