Posts by Harry Poster
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Hello again, a few people asked me to port Tangerine to CS2, so I decided to give it another shot with a remake. CT side of the map is mostly done, left is mid and T routes. Thanks for attention, have a great day!
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Quick update. I'm working on remake but at the same time I make test updates for the original version. For playtests thanks to Mapcore HUB. Focus of the remake is reducing paths length, visual improvement and optimisation (which can't be done properly in current version). Also with a remake I will release "vanilla" update for original workshop that will return it to the original state with few improvements. And from now official name of the map de_Tanger (not Tangier). Have a nice day.
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Can't keep secrets. Working on Tangerine remake, any layout changes are welcome!
What I'm already working on:
- Smoothing corners
- Deleted alternate way to B site from CT spawn. (The annoying one)
- Risky B and safe B ways
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Agreed with polemin, but I'd give some of my advice. I was using this method in de_tangerine until I made everything in displacement.
Make these brushes the "func_brush" entity, set ''Disable Shadows' to yes. Don't worry, it won't delete shadows completely it will only remove this kind of black shadows, this works well with foliage props too.
This works in 80% so I hope it will help you.
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The final link, it all started on 28 August and will end on the same date.
Of course, I'd like to work on it more, but some limits just don't let me.
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@MikeGon , Yes it's strange how Valve managed to do something like that. But anyway for a defusal maps I'd recommend using soundscapes instead. Good luck!
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@MikeGon, Hi Mike this problem is around 6 month in CS:GO for now. The problem is that any ambient_generic with cues will not work in game! That means that any looped sound will not play. Solution is to delete cues from sound file or use soundscape instead. I've tried to contact Valve through @FMPONE but nothing happend.
Spoiler Second way is radical, I'm using it for my map as I can't use soundscapes.
1. Delete cues from the sound file and save it somwhere in your folder
2.Create ambient_generic with this sound file and give it a name
3. Create logic_timer (0.05 - 0.1 seconds) and create Output that will keep ambient_generic playing. (Volume 10) (Not PlaySound)
It will work but not as good as it were
Hope you will find this informarion helpful, cheers!
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Link is coming soon. I had to update my monitor for some 16:9 screenshots. With the new monitor, a teaser is coming too.
Whats new?
- One of the most wanted (by me) features. Fireplaces that can be set anywhere! Finally, I got this. The fireplace can be set via special kit, kits are hidden better than other resources.
- Some bushes now have berries. 'Berries' restore 40 hunger points. (max 500)
- Working on bunker's visual update
- To prevent map crashing while waiting in the lobby now map will take 5-10 seconds to load itself and only then a player can start the map
- 'Bramble' models were replaced with 'Grass' models to help a player identify collectible bushes
- Now you can see what have you found during searching process on your screen
- As seen in bunker screenshot it has water, added 'Wetness' debuff
- All puzzles in the map will lead to the only way to complete the map but first who will do that will get a prize from me
To do:
- Preview picture
- Teaser
- Ending to all the puzzles
- Bunker
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Small update. Due some problems map's link is hidden for now as I'm not at home to fix it.
But I have an idea of making map more interactive, I'll make something like like treasure hunt fo prizes (reward is skins ofc).
Anyway new link likely coming next month.
Some more detailed overview of latest map changes:
Spoiler - 4 difficultes to play on (Tourist, Survivor, Challenger, Expert)
It affects : health regen, speed of hunger and thrist, weather coldness, time before the storm, chances of legs break on fall damage.
- Bunker, that players must find trough exploration , reading notes, or close learning of enviroment.
- Turkish interface only language , Russian texts language and German interface language
- Storm that will soon after start change the weather: outside is colder and it will damage player (damage source is radiation). In bunker you can find overall to protect yourself.
- Doping that can be found in bunker. It should be used very carefully as every new dose from 2nd will damage player more and more and then slowly regen. You wont be able to use them all, thats punishment for greedy people.
- Added end stats , where player can see: reason of their death ,how many health they lost, how many nights the've skipped, their clothes stats
- Added progress bar for searching / Fast Access now can be used without inventory (thanks to FMPONE)
- Resources spawn is now scripted, it makes spawns more random.
- Finished day/night and weather cycles
- Added massive setting bar in lobby, now you can set up the map as you wish or need
- Added locals and notes (hints in settings), added local stories to some of the houses, and global story for
the whole world.
- Bunker has 2 locked behind some puzzles doors (with doping and overall)
If anything I'd like to sorry for map deletion but I'll try to make it even better.
Cya!
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Upd: link will be updated soon
Some updates:
Spoiler - Resource spawn more random
- New bunker location
- Turkish language
- The storyline was cut down. Now it's world background that will help the player explore the world.
- To use some fireplaces you need to set up fire first.
- Some secret items.
And much more polishing and details.
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The first playable version of Endless Hours is out for public! I'm excited to share this alpha with you and hope to receive some feedback.
This version includes:
- Day/Night cycle
- Survival
- Fishing (Early build)
- Max sized world
- 2 players coop
Hope you will enjoy it!
Contact me if you want to provide me any help. Bless ya!
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- Added localization opportunity. Now map supports 3 languages: English, Russian, German.
If you want to help me with localization or just want to see your language in map contact me.
-Valve's player animations have been cut and replaced with my own. I've got a few bugs and trying to fix them.
Animations are shown in the video.
Smaller things:External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.-Added world map's picture instead of the placeholder
-I've changed the system of how the knife works
-Several multiplayer bugs fix
-The main world is now ready
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The latest version of Day/Night cycle
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
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I'm still making progress.
Spoiler - Dressers for simple customization.
- Working multiplayer beds without awful noises.
- Thirst and hunger. Also now you can update your clothes, works more like levels in RPG but by crafting.
(And yes HDR ruins graphics a bit)
- Cooking. You can eat food as it is but it may result in health problems. You can heal via medicine but
medicine have overdose.
- You can search for resources in shelves and refrigerators
- Had to make drop system for Coop and some inventory management. But using it too much will crash
the engine.
- Alpha fishing
- Made some world geometry without details. Yet it big, but I will work on some main buildings first.
yup
Bless ya.
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Quick update. Just to say that EH is now my main project.
Spoiler New:
- Player status and inventory
- Fishing (Can't show now)
- New place - dead forest. (Can't guarantee that I won't downgrade graphics a bit)
- Weather (Foggy, Clear sky, 2 types of cloudy)
- Thanks to friend Nexi, now I can make custom weapon models without mods
- New fireplace's UI
- Respawn system based on teleporting player back where he was some time ago. (3 times only)
Credits:
- Trees are from GTA V ported to Garry's mod and my textures
- Knife from gamebanana
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