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alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

the bamboozle
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Problem:
Making CS2D skins is now limited to small size. It means creating pixel images in bigger size can cause visual problems in-game.

To solve this problem:
CS2D need a function that will automatically scaled down the image if the size exceeded the buy menu. So the image will be scaled to a smaller image while having the same quality.

alt Re: Ideas for CS2D - READ THE FIRST POST (OP)!

SQ
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If you are talking about buy menu image sizes. They were restricted because of performance. It uses lower quality of 3D generation if the image is quite big.
However, I've thought of a better method to draw 3D display of a weapon, so the size probably won't be restricted.

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Loooser
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I have a suggestion regarding recoil influences accuracy. At the moment when you shoot we get an indicator of how inaccurate the weapon currently is (circle shaped area). In CS the players can compensate the recoil by aiming a bit in the opposite direction. So my idea was to have a second indicator (a point inside the circle) that shows were the next fired shoot would go if fired. This point would move as fast as needed to give it a learning curve. It would imitate the recoil motion and would also be affected by movement.

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-Francis
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@user SQ @user DC My suggestion: Adding a server-setting for deathmatch mode, that allows multiple players upgrade in one building. That setting will nobody hurt and it's just a server-setting, the owner musn't add this setting in they own server. Please just add it and i have the feeling again like in version 0.1.2.2

Example: 2 Players upgrading 1 Supply in a Happy Town (Like the old times)

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Mora
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user -Francis: or helping to upgrade turret -.- wtf are you suggesting. Plsno ;d it's dm and not teamdm. And in old times it was a bit wrong unlike now.

By the way about buildings in deathmatch mode!
Can you make that nobody, no ct and t, may place dispenser near each other. As we know in the team deathmatch we may place ct's and t's dispenser nearby. But it might be not work with teams in dm. And also with teleporters, you wont be able to teleport if you have no your own teleport if you step on your entrance. Or if you step on entrance of somebody else you will be teleported to his exit, otherwise(if he dont have one) you won't be teleported.
There's still t and ct split-system in DM mode.

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-Francis
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First: Other turrets gives you still damage.

Secondly: How is that negative for you or other players? Buildings will be faster by upgrading if someone help you, If the server owner like it he can enable it in own server, if you don't like it then stop play there or said someone you MUST play in a server?

thirdly: The deathmatch mode is created for maps like de_dust and other maps like that but there are happy towns too and a happy town is the most popular deahmatch mode in cs2d. Like i said, it won't hurt anyone, if you add the server-setting.

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Mora
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First, strange that you took it srs.

Secondly, and that's the problem of most servers: "If owner wants". If he's not give a fuck about player' preferences atleast a bit it's going to be not comfortable for some(or much) players.
It's easy to find a good server today? tell me that i can choose between many happytowns/rp/etc where i can meet atleast more than 5 players and i'll laugh right in your face.

Thirdly, the dm mode is not created for maps like de_dust and others. This game mode exists itself and you can play on any map you want. Same as Zombie mode, which you can play almost on each map.

It might be better to have a list of players who you invite like in your team using lua scripts to make other people not being attacked and be able to fix/upgrade your buildings till they are in that list. But that's another story.

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-Francis
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Still no answer about my question "How is that negative for you or other players?"

I think, the most server owners cares about they server and players (and if not, you don't need to play there). as i said, it's just a server-setting. and i think, many players will like it, that multiple players can again upgrade one building. I thought, that you don't like my suggestion, maybe you are always negative but i don't really know...

Let's see what @user SQ and @user DC thinks about my suggestion.

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SQ
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You want to separate things in one. In death match mode everyone supposed to be against each other. You should rather use other game mode and put everyone in same team to fight against each other if you want friendly buildings.

Anything regarding that won't be changed.

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Loooser
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What about walls you can penetrate (e.g. wood)? The bullet damage would decrease when the bullet passes the wall.

A fun new building could be the "Maintainer" it has a wrench on top and repairs neighboring building one at a time.

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_Yank
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What user Loooser said.

In addition to the new voice chat system...

The voippermissions server command. This command would allow specific VOIP rules to be bound to specific players (overiding the global setting) using the same octave system as mp_hud:

0 - Mutedin everyway
1 - Permission to talk to the team channel
2 - Permission to talk to the global channel
4 - Permission to talk to living players while dead
8 - Permission to talk to bypass the distance rules

Then the

sv_globalvoicechat command, to set the default VOIP rules on the global channel, this time without mp_hud octave system:

0 - Disabled
1 - Enabled (Using distance to determine which players should hear)
Spectators and dead players would not be able to use it.
3 - Enabled for all players including spectators and dead ones.

sv_teamvoicechat command, similar to sv_globalvoicechat, this time to the team channel:

0 - Disabled
1 - Enabled for living players only
2 - Enabled for dead players aswell

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Loooser
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I was thinking its a pity that the light engine isn't used to create very dark areas on a map as it would also have a huge tactical factor. (not the entire map dark, but sections).

And then I was thinking of Nightvision and how it would be cool that if you had a night vision you could see in dark areas.

So my suggestion is to have a new checkbox in the env_room entity.
"Visible with Nightvision" or something like that.
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