English Ideas for CS2D - READ THE FIRST POST (OP)!

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10.12.18 09:34:12 pm
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Why don't you just release the new release soon-ish and have us players test it?
11.12.18 02:02:56 am
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ForeverNames
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user SQ has written:
@user LiME1516: @user ForeverNames: @user Dark_Survival:
Most likely there won't be more additions to what already is next version. There are quite a few new features already.
I'm a little bit holding release back as I have to find additional time on testing all current features so it doesn't fall apart.


I see, it was really a feature anyway.. But i hope CS2D gets an new update & improvement..
"Success is the result of perfection, hard work, learning from failure, loyalty, and persistence."
10.01.19 12:14:27 am
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Edik
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My idea is to remove limit (500) in transfer_limit. Everyone should decide for himself if his Internet connection is enough.

Second: Dont show ips in the server list. Just hide them. (Make it for DDos kiddies not to easy). For Favorite Server we could use UUIDs. Its simple and efficient. Each Server has his own UUID in his configs, and players can add servers to their list trough public list, or also with ip. If an Server with an manual IP input will be found, his IP will be saved.
Also if a server changes his ip or port (for example moving to another host) he could just import his UUID.
10.01.19 07:28:46 pm
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DC
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I'm sorry but that IP hiding nonsense has been suggested many times already and it won't help at all. It's dead simple to get all involved IP addresses because they are used internally (and there is no way around that). That's even true for just opening the server list. Each single server IP is used there already.

You can get the IPs with simple commands on each operating system, with free memory hacking tools (the same ones used to make hacks) or with fancy visual traffic monitors. All free, easy to find and easy to use.

I won't invest time to hide something (+ destroy features like copying the IP) which can be made visible again even by the most stupid newbie kid on earth. Hiding IP addresses is absolutely ridiculous.
edited 1×, last 10.01.19 07:43:31 pm
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12.01.19 06:02:59 pm
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Hajt
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I think that CS2D should log only if serverlist entry update failed. Here is the reason why.
12.01.19 07:13:11 pm
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DC
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@user Hajt: I don't see a real problem there. It only looks like that on idle servers and the amount of messages is still quite low (like 1-2 per min). The logs take nearly no space. The message however can still be important (in case of U.S.G.N. issues) and therefore I really don't want to hide it.
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14.01.19 01:56:39 pm
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@user DC: What do these messages mean again? I sometimes see x2 and I once saw like x16 in those brackets.
22.01.19 07:27:13 pm
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Edik
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@user DC:
I thought today about a maybe simple and efficient way against speedhacks. I could be wrong, but if you create a timer in CS2D which sets on OS-Time as soon as you start the game, and counts for itself. After X time it will compare this timer with OS.Time again, and if its a big difference, the cheat is busted. I thing this would be pretty easy to implement, but i would like to hear what youre thinking about it. If there is a way to manipulate the Os.time simultaneous, then it could also compare with an connected server.
22.01.19 08:03:03 pm
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DC
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@user Goo: They mean that the previous message (the last one that was fully printed) repeated X times during that particular second. It's there to reduce log size and to improve log performance.

@user Edik: That was Implemented like 10 years ago in CS2D already. That approach works in general but can lead to false positives in some rare cases. e.g. people manually changing system time, automatic time adjustments etc. Also it's just incredibly easy to disable that "protection" with some simple hacking. It does not help much.

Trust me: I wasted dozens of hours with anti cheat and cheat detection. Nothing on client side helps in long term. Hackers just hack everything with enough time. And in most cases hacking something is quicker than implementing it. Rendering all the work useless.
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10.02.19 05:59:11 pm
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CS2D's UI is getting kinda old by now, so maybe consider redoing it?
Such as adding a theme system just like mods that allows players to change the theme to something else.
10.02.19 06:01:22 pm
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DC
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The entire game IS old. I certainly won't start by redoing the least important part under these circumstances...
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10.02.19 06:07:39 pm
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So is there a "redo" plan to some of the game? I really think the game could feel a lot more modern with just a few small changes.
10.02.19 06:20:41 pm
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DC
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No, I just wanted to say that working on the UI (which is not really relevant for gameplay and actually one of the most solid parts of CS2D from code-side) is probably the least beneficial thing I could do.

I mean: It would maybe make the menus a bit more bautiful but it wouldn't really make CS2D a better game or attract new players.
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10.02.19 06:26:21 pm
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I'm coming from the previous thread about adding the sv_steamonly, requiring a better UI.
And considering CS2D's UI is outdated as is I just thought it might be about time to at least consider it.


EDIT:
Please (re)consider LuaJIT, it will be really useful for bigger scripts.

@user DC: has written:
LuaJIT caused too many problems and further research is necessary there. I might release separate CS2D binaries with LuaJIT support though.

Release a dedicated server for both Lua and LuaJIT?
edited 1×, last 14.02.19 08:12:26 pm
14.02.19 09:06:02 pm
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DC
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Managing so many builds is way too painful. The release process of CS2D is already hell. I'm sorry but it's extremely unlikely that there will be any further LuaJIT attempts from my side in future.

(and I'm sorry for my "negative" feedback all the time. Just trying to be realistic. I don't want to promise things and cause wrong expectations)
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14.02.19 09:34:48 pm
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ModJuicer
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CS2D II could (possibly) fix the problem. Made with newer software that is less buggy. New concepts, Easier modding and such. Since you already have plenty of experience with unity, you could start there and make a significantly better game. CS2D is awesome but it's getting old..

But if you don't want to have another CS2D then I suppose the bugs will just keep piling up. Not that i'm complaining..
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14.02.19 10:54:05 pm
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Gaios
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I want built-in MoonScript support
17.02.19 10:42:06 am
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gokselmenek
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There are dozens of players and wonderfull maps in old versions Cs2d. But they are not updating and player community seems divided into two (the people who play older version and new one). No more old clans and maps like zm_warship, zm_stargate and X cafe servers. Although download number is Millions(!) in steam and other platforms player number doesn't even reach 100 anymore. How can you claim that this game succes if it doesn't have a player community.
04.03.19 02:04:20 pm
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NeptooN
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Hi @user DC:

I'm not a programmer, but I suggest adding " Shoot through the wall"

Env_Shootwall - This function can be supplied on any wall.

It can be edit, for example: 45.3% - these percentages indicate that you can shoot with the possibility of these percent through the wall.

X and Y - This is the location of the function

ADDED I do not know how you idea, but I would like to add it
07.03.19 10:49:30 am
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Glix
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I am suggesting this second time since my idea got partly approved by DC but nothing was done.

IMG:https://i.ibb.co/09VMN2w/newscope.png


AWP has always been blacklisted for its superiority. Its way too OP in any game mode and thats why many servers dont allow it. New scoping system would not only make it realistic but also more challenging to hit your enemies. Also, scoping must make you aim slower since its still pretty OP for more experienced players (obviously it cant be completely balanced, we are playing 2d game after all).
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