Ideas for CS2D - READ THE FIRST POST (OP)!
3,081 replies make a tutorial for new users , it really would help them .
for example when i was nob at cs2d i didnt know how to build or how to upgrade them and what lua is and why some servers are diffrent and so on...
for example when i was nob at cs2d i didnt know how to build or how to upgrade them and what lua is and why some servers are diffrent and so on...
here we go !
bot_commands: I do like the idea of bot_autofill/bot_keepfreeslots, but I would like to add an parameter/value to bot_autofill. I want to set a max amount of bots, but it looks like it doesn't work when I want to use bot_keepfreeslots. And I can't use bot_count.
Modified command: bot_autofill X (0 is off, every number above 0 and below the max amount of players enables that feature, but also sets the max amount of bots. Maybe even higher numbers could be allowed, atleast when the game checks that their can't be more bots then players.
For example:
sv_maxplayers 16
bot_autofill 8
bot_keepfreeslots 1
There are now a max of 8 bots, no matter what. But if players join and the server reaches the maxplayers bots get kicked, If players leave and there is room for new bots they get added again (as long as they are below
//EDIT:
Ingame-Console:
The ingame console needs to give more feedback, if I enter a command I should always see an result.
If I enter a setting without a parameter I should see the current value of this setting.
If I enter a setting with a parameter, I should see a result to which parameter the setting has been set.
mp_roundtime should become more flexible, either allow .values like 1.5 or 1.75 or change the value to seconds. I know the last thing would be terrible for all current server settings. My suggestion would be an addional command. mp_roundtimeseconds Here you can sepecify the value with seconds. If this command is used the regular mp_roundtime will be ignored.
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Modified command: bot_autofill X (0 is off, every number above 0 and below the max amount of players enables that feature, but also sets the max amount of bots. Maybe even higher numbers could be allowed, atleast when the game checks that their can't be more bots then players.
For example:
sv_maxplayers 16
bot_autofill 8
bot_keepfreeslots 1
There are now a max of 8 bots, no matter what. But if players join and the server reaches the maxplayers bots get kicked, If players leave and there is room for new bots they get added again (as long as they are below

//EDIT:
Ingame-Console:
The ingame console needs to give more feedback, if I enter a command I should always see an result.
If I enter a setting without a parameter I should see the current value of this setting.
If I enter a setting with a parameter, I should see a result to which parameter the setting has been set.
mp_roundtime should become more flexible, either allow .values like 1.5 or 1.75 or change the value to seconds. I know the last thing would be terrible for all current server settings. My suggestion would be an addional command. mp_roundtimeseconds Here you can sepecify the value with seconds. If this command is used the regular mp_roundtime will be ignored.
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edited 2×, last 18.11.17 10:36:12 pm
www.cs2d.me has launched - Join Now
*CLOSED*

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Talented Doge: Why do you really need that?
But yes, we are working on steam commands support. We just implemented "!rank" with patch 2

But yes, we are working on steam commands support. We just implemented "!rank" with patch 2
Steamonly makes sure that the same player can only play with his steam account and, registering a steam account is much more frustrating than to registering for a USGN account in case they violates the rule.
Talented Doge
Good day to you!
I have not appeared here for a long time, I want to propose to make in 2d correct shooting system.
At moment while player shooting we are deprived of a real sense of weapon "recoil".
That happen because weapon shoot dont change player aim point and angle, so player does not need to try to compensate for weapon spray spree. So it look like that:


But in typical shooters we have another view while shooting:

That is recoil - fixed pattern unique to each weapon and weapon mode (scoped or silenced). Generally it moves player aim point up and then to sides.

So to get accuracy of hits close to ideal, player is required to compensate for movements of mouse deviation of sight created by spray of dispersion and return of weapon.

So in 2D in my vision recoil also must move player's aiming point in same way - in easy way waypoints for aim point(pattern of spray of dispersion and return of weapon) can be look like as if image of weapon spray pattern would be placed in player aim point with correct rotation and change scale depending on range of aiming point.

In this form, player will be more likely to predict movement of cursor that will allow him to better interact with game by enjoying and enhancing his playing skills. So using such an approach improves interaction of player in a similar form as in other cybersport disciplines(shooters).
I have not appeared here for a long time, I want to propose to make in 2d correct shooting system.
At moment while player shooting we are deprived of a real sense of weapon "recoil".
That happen because weapon shoot dont change player aim point and angle, so player does not need to try to compensate for weapon spray spree. So it look like that:


But in typical shooters we have another view while shooting:

That is recoil - fixed pattern unique to each weapon and weapon mode (scoped or silenced). Generally it moves player aim point up and then to sides.

So to get accuracy of hits close to ideal, player is required to compensate for movements of mouse deviation of sight created by spray of dispersion and return of weapon.

So in 2D in my vision recoil also must move player's aiming point in same way - in easy way waypoints for aim point(pattern of spray of dispersion and return of weapon) can be look like as if image of weapon spray pattern would be placed in player aim point with correct rotation and change scale depending on range of aiming point.

In this form, player will be more likely to predict movement of cursor that will allow him to better interact with game by enjoying and enhancing his playing skills. So using such an approach improves interaction of player in a similar form as in other cybersport disciplines(shooters).

@
_3yrus: What?Isn't "Help" button in the menu screen enough? Duh

I mean kind of exprimental one.
here we go !
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Pagyra: as you might know, players in this game MOVING! If you'd have such system in game you wont do even a hit after some seconds spraying(i'm also sure you wont do the proper hit even with current system, lol). This is useless af.
How you imagine normal gameplay with such stuff? I'm sure you're not that competitive player, even me! i'm just playing some public. If you ever try to play hard you'd suck af and no matter how good your recoil is, just try true gameplay and look yourself. Otherwise it is diagnosed.
You, guys, telling so silly things when you dont even have actual image of competitive. When you stfu to telling people what is better lol?

How you imagine normal gameplay with such stuff? I'm sure you're not that competitive player, even me! i'm just playing some public. If you ever try to play hard you'd suck af and no matter how good your recoil is, just try true gameplay and look yourself. Otherwise it is diagnosed.
You, guys, telling so silly things when you dont even have actual image of competitive. When you stfu to telling people what is better lol?
S.T.A.L.K.E.R. - The Lost Land dev. https://discord.gg/aABCkHQ
Reserved slots for admins which can be recognized by their usgn or steam ID.
So you have for example 16 public slots and 2 reserved slots. If the playercount is below 16 the admin will take a regular slot, if it is at his cap, he will recieve an reserved slot.
//EDIT: okay there is already mp_reservations but it would be better if there won't be a kick involved. If you don't want to change the feature make it atleast compatible with steam IDs.
So you have for example 16 public slots and 2 reserved slots. If the playercount is below 16 the admin will take a regular slot, if it is at his cap, he will recieve an reserved slot.
//EDIT: okay there is already mp_reservations but it would be better if there won't be a kick involved. If you don't want to change the feature make it atleast compatible with steam IDs.
www.cs2d.me has launched - Join Now
*CLOSED*


But at this moment when shooting a queue, even a professional player is forced to limit the shooting of the queue, especially at long range and understates his DPM, or he hopes for a successful case of spray dispersion, because he can not in any way affect accuracy of spray. But this proposed change just allows to change this situation - so player with spray control ability will be able to improve his accuracy of shooting queues. So I insist on implementing such a system.


edited 1×, last 19.11.17 09:29:20 pm
@
-Francis: I think that it would be much better to allow scripts to control the voip gates and decide themselves who hears who.
Lua command for querying player country or launguage

Lua command for querying player country or launguage
edited 1×, last 20.11.17 08:46:58 pm
@
-Francis: Exactly what yates said. Though it's technically difficult, but adding lua hook would make sense.

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Pagyra: well, but is not 3d game.. As i said before, you just TRY to play some mixes, it will be already hard for you, and you'd imagine what would be with such recoil system. I'm sure you dont have complete image of what competitive is(like me).
Dont compare other games(especially 3d) to this one. Is another game which shall not be like others.
And if talking about newbies/newcomers - well, for sure newcomers dont have such chances as pro players or atleast experienced ones. But well, you can't have anything from start, you SHOULD learn before you can do a shit.

Dont compare other games(especially 3d) to this one. Is another game which shall not be like others.
And if talking about newbies/newcomers - well, for sure newcomers dont have such chances as pro players or atleast experienced ones. But well, you can't have anything from start, you SHOULD learn before you can do a shit.
S.T.A.L.K.E.R. - The Lost Land dev. https://discord.gg/aABCkHQ

Small graphical offers:
Add tile parameters of penetration of particles, gas and light, and bullets through walls and obstacles.
(if that tile is glass barrier then light penetrates through it)
(if that tile is lattice fence then gas and particles penetrates through it)
(if that tile is weak wall then bullets fly right through it)
Adding for motion of particles (generated, gas and smoke or from shots) check for walls and obstacles and its tile parameters.
Add effects of dynamic light (of near shots and explosions) for 3d walls and check its tile parameters.
Im not talking about how the game looks and what controls it having. You ignore what i said two times already. Try to play some mixes and... oh wait. You're worthless. I wont argue anymore.
Sorry for offtopic.
Sorry for offtopic.
S.T.A.L.K.E.R. - The Lost Land dev. https://discord.gg/aABCkHQ

This proposal will surely slightly change existing gameplay - after all, now player will properly sense every next shot, and will have to compensate for. I will repeat at this moment player have to limit use of firing a full burst, and shoot a limited (short) burst. In any case, more ordered shooting with spray pattern will significantly improve player skills than currently available false hope for a random shot.
Here is a link for you to video in which a similar situation is described in 3d shooter.
https://www.youtube.com/watch?v=uz277k61QZ8