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old Re: CS2D 0.1.2.0 Pre-Release for Testing

DannyDeth
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user Infinite Rain has written
Why didnt u add KEYBOARD Hook!
My life is ended T.T

Keyboard hook = not possible, as said 999999 times before in the past.

Anyway, well done, big thumbs up to Blaze for the awesome shadow engine.
EDIT: Aww, can't seem my name when I get the satchels. That sucks. lol.
edited 1×, last 24.12.11 11:21:36 am

old Re: CS2D 0.1.2.0 Pre-Release for Testing

saint-
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If you plant the wallmines near the monster respawn, the monster stop to respawn.
If you let an sanchet explode near the monster respawn, they still respawn.
No logic, or a bug.

old Re: CS2D 0.1.2.0 Pre-Release for Testing

Navy Seal
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kk i found how to change sub menus now but now if I put more than 9 weapons in one submenu 10th and next ones won't show up at all. In addition there is no way to make them team specific for eg: everyone can buy m4 if you will add it

old Re: CS2D 0.1.2.0 Pre-Release for Testing

DC
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yeah team specific buy menus are not possible with that command. also more than 9 items per section are not possible either. see cs2d cmd mp_buymenu

it's actually not normal that some people here seem to be able to flashlight through walls (take a look at the video for comparison - that's how it normally works). I guess user SQ will have to take a look at the light engine code for that. same for some of the other light engine related bugs that have been posted here.

I totally forgot those zombies in the "Zombies!" game mode. of course they will not be able to use flashlights and I will fix their zombie vision so it works like night vision. thanks for pointing that out!

@many satchel charges to cause crashes: read the changelog. I extremely optimized the explosion system. the game will render explosions with far less details if there are many at the same time. so many explosions should not make the game crash anymore on slow systems. you can try that yourself.

old Re: CS2D 0.1.2.0 Pre-Release for Testing

SQ
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Okay, let's start answering.. Long post is coming.

user J4x has written
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Flashlight already has object detection. It's a CS2D bug.
But if you want make flashlight to work right now.
OPTIONS > GRAPHICS > MAP SHADOWS > ADVANCED
DC forgot to initialize engine's collisions when Map shadows are not advanced.

user Z- has written
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That was my decision to not calculate lights if they are not in the room,
because that's some sort of optimization for the speed I came up some time ago.
If I'll get engine to work even faster, I'll implement your suggestion into my engine.

user J4x has written
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That is not a bug and it shouldn't work any different.
This is shading, well, basically calling "tile shade boarders"
It's just for graphics, that is not shadows, you should put them in values 1-2 to make a slight blurred line around the tiles.

user 0a has written
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Yeah, the video was by me. Those are in my fav. list.

user StirlizZ-Fapicon has written
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Yeah, turn the light engine on.


This happened because of the optimization that I mentioned before in this post.
Hmm, I wonder if DC haven't made the same optimization thing what I did already in the engine.
Thanks, this will be fixed.

user StillerCream has written
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Turn the light engine on.
GRAPHICS > OPTIONS > LIGHTING

By the way, this thread is not a suggestion thread.
edited 3×, last 24.12.11 04:03:20 pm

old closed Re: CS2D 0.1.2.0 Pre-Release for Testing

Kel9290
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That's so epic, but why hell i got ACCESS_VIOLATION after first launch of cs2d? Something with settings, because it fixed when i replaced "sys" directory. One thing: why flashlight works only if you in "room"?
edited 1×, last 24.12.11 03:27:10 pm

Admin/mod comment

I explained that in a post above. /Blazing

old important Re: CS2D 0.1.2.0 Pre-Release for Testing

DC
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to everyone: please read the WHOLE thread before posting. you post the same stuff over and over again. it's really annoying.

also please do NOT send me bugs or ideas via pm! it makes no sense because other people can't see that it already has been reported that way. use this thread for new bugs from the test release and use the existing idea thread for suggestions. thank you.

old Re: CS2D 0.1.2.0 Pre-Release for Testing

itsoxymoron
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user DC has written
@many satchel charges to cause crashes: read the changelog. I extremely optimized the explosion system. the game will render explosions with far less details if there are many at the same time. so many explosions should not make the game crash anymore on slow systems. you can try that yourself.


I tried it, it's great, anyways, many satchel charges are useless; 1.000.000.000 of satchel charges in all map, can be annoying.

Also:
IMG:https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/408480_2076942902500_1812813283_1335523_1300886155_n.jpg

IMG:https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/393270_2076964103030_1812813283_1335529_1199692657_n.jpg
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