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English Counter-Stirke 2 announcement

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old Re: Counter-Stirke 2 announcement

ohaz
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Well, it's not really "casually posted" or "without any announcement". There was sooo much information out there about a source 2 version of CS:GO for years.

old Re: Counter-Stirke 2 announcement

cs2d_is_a_Gem
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If they create a compelling survival-style mobile game, like the ones they made for PC, and then it's successful, it would attract new players to all the unreal software titles, it must have a recharging system for the site to acquire a profitable livelihood and position itself on the path of progress.
unreal software must be recognized on other platforms, and the platform with the most players worldwide is googleplay.

old Re: Counter-Stirke 2 announcement

Mora
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Damn, this smoke looks very nice.

I've tried to do smth that way, but I'm too nb:
https://youtu.be/2UoBXYYIOHs

The code I made >

old Re: Counter-Stirke 2 announcement

Masea
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@user Mora: That's impressive! Now find a way for smokes to have the actual fog of war functionality

On the contrary, the smoke feature is my least favorite with CS2. The new HUD and lighting are all I could ask for.

old Re: Counter-Stirke 2 announcement

abc123
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got damn they really competing with CS2D like that
time to make CS2D 2 now to keep the throne! But for real, this doesn't look half bad - smokes will not be as useful to the terrorists as it was before. What WILL remain though, is the toxic siberian children from novosibirisk freezing to death in their hut screaming every single type of swear word they can imagine in their language! Fun

old Re: Counter-Stirke 2 announcement

Bowlinghead
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The lootbox-prices went up big times.
Good thing that I did preserve all of my 3cent cases.

Anyway, the amount of changes they did do not justify that big of a hype in my eyes.

old Re: Counter-Stirke 2 announcement

StirlizZ-Fapicon
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@user Bowlinghead: thing is now it`s Source 2, although it shares mostly same graphics, inner changes are massive, basically new engine

this probably will lead to big improvements in the future and things like this new smoke, now on Source 1 considered as almost impossible without tons of tricks.

old Re: Counter-Stirke 2 announcement

Mora
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user StirlizZ-Fapicon has written
@user Mora: awesome plugin, but do you have any ideas on fog?


Thank u.

Well, no. I just remember when I askin' for smth like custom fog but the idea was not possible. I don't think that smth changed since then.

Smoke is now hitable, video included:
(this thing also fills space)
https://youtu.be/K3gAezyUuOQ

There is updated code btw:
(also un-finished and still in progress)
code >


updated code: 31.03.2023 (21:16)
-used iccbin data cuz u have no smoke sprite that am use.
image = image("incbin::incbindata/smokepuff"..math.random(0,3)..".bmp<a>",((Sx*32)+16),((Sy*32)+16),3)
edited 2×, last 31.03.23 06:16:55 pm

old Re: Counter-Stirke 2 announcement

StirlizZ-Fapicon
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@user Mora: I think you should use some default sprite so players can`t replace this one with transparent texture

Btw any ideas to implement fog? it would be cool if each tile covered by smoke was a source of fow

old Re: Counter-Stirke 2 announcement

ModJuicer
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would look better if there were multiple smoke sprites that are randomly chosen for each area so it wasn't so homogenous. Also, maybe slight random offset where each smoke sprite occurs (possibly changing the offset and/or the sprite used every time the smoke gets destroyed by bullets or grenades if you want extra fun) so the smoke doesn't look like a grid. Looks cool nonetheless.

old Re: Counter-Stirke 2 announcement

Pagyra
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Hopefully in time, instead of making fog of war, create a limited rendering based on determining what is hidden behind an obstacle/hide/wall based on outgoing rays same as it is for grenade explosion damage.

In your script, for a prettier look, you could add random movement of SGF(further in the text I refer to it as SGF) sprites from random to random pixels on tile or even to random pixels in areas of SGF occupied tiles.
So same the bullet-fly-through effect can be done by:
1) We can creating a temporarily SGF-free zone in these areas with SGF. Which appears at the first bullet crossing the area boundary with the SGF and grows vertically to the second bullet crossing the area boundary with the SGF and then grows horizontally in both directions
2) moving the SGF sprites from this zone into the surrounding SGF areas with instantaneous to "normal" speed (i meaning the movement speed at which the SGF sprites move within the SGF area)

Similarly, we can do the extinguishing of the molotov and the clearing of the smoky/gassy area from the explosive grenade -
we also simply create "free" area zone for SGF from the point where the grenade exploded, same as in the case bullet crossing the area boundary with the SGF, but instead а rectangular form in this case it have a circular area that increases its radius in time (initially instantaneously and progressively the radius change rate decreases)
PS
I think 3-6 pixels would be enough for bullet trail and 3-6 tiles would be enough for grenade explosion.
and you can devide quanity of gas sprites which is located in "free" area zone for SGF in two speed movement factor - in this way this effect will be have more cool visual effect.
And try to do that with this spritesheet
IMG:https://catlikecoding.com/unity/tutorials/custom-srp/particles/unlit-particles/particles-flipbook.png
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