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Ill take a look next sunday, thanks for the tips
I will implement a fix for this next sunday, thanks for the tip
The reason for this is that the replays are server specific, so if a wr on a fresh map is made on the private server and never beat on a regular...
Agreed put this map somewhere the sun does not shine
If I may say so, YES! good work!
So a counter of the number of switches between +left and +right and if this is > 8 or so do not allow it, then after say 10 sec the counter resets...
The one solution I could think of that still permits +left and strafe but prevents this is a timeout after using +left, so that it takes two...
Haha, well first fix some other bugs perhaps ill attempt it
Ill limit the pre-speed to 300 as now its infite (i think), and hence if the tele sets you at the floor (it thinks you are pre-strafing) in the...
This is probably due to a bug in the custom code written to reduce the "icy" feel when bhopping, and to improve kz parts in maps, the same code...
Are you sure that this saves time ? Currently it is implemented that in the start zone you're max speed is 250, except when you are pre-strafing...
I do not think many ppl will play this mode tho, perhaps integrate it in a bhop map ?
Good job, perhaps create some youtube movies of you're runs for on the site ?
Great video!
Welcome george ! Superb that you want to improve the csgo bhop community. Often when porting maps visual details get lost for a number of...
Hi Aux, I am releasing the new web-app that lets us easily update maps now and in the future hopefully this Thursday, and with it all of you're...
Hi tony, yeah that map is on HOC test server and will be rolled out soon, and yes you're particles are working fine there. futhermore we are just...
Quick reply again, ill go more in depth some time soon 5) does this also show with a higher texture quality setting in ur menu normally setting...
The HOC servers now have a plugin that automatically reads particle systems from the bsp and precashes the relevant PCF files if the particle...
That is indeed a clever solution, ill try to keep the same notation when porting new maps, and ill experiment a bit to find out when such a limit...