Englisch CS2D Bug Reports

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18.04.17 20:32:34
Hoch
DC
Admin
Online On
@user SlowPoke101: Thanks a lot for reporting. All of these problems are indeed caused by the new resolutions which are possible / by the system being designed only for a fixed 640x480 resolution.

Fixed the serverlist scrolling and the text line copy already. The editor seems to still have quite a big number of issues with resolutions which have borders.
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19.04.17 19:24:42
Hoch
Starkkz
Moderator
Offline Off
Now that we're into the lua_pcall2 topic I wanted to mention that CS2D doesn't always show Lua syntax errors, so if you have a luaL_dofile2 function, you could make it check a luaL_loadfile and throw a simple error (with no stack trace).

If the luaL_loadfile works with no errors, perform a lua_pcall2 (with stack trace).

not the actual code (untested)
Code:
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Function luaL_dofile2(L:Byte Ptr, File:String)
     If luaL_loadfile(L, File) <> 0 Then
          ' No stack trace
          Print "Error: " + lua_tostring(L, -1)
     Else
          ' Stack trace goes here
          lua_pcall2(L, 0, 0, 0)
     EndIf
EndFunction
lol
22.04.17 00:59:00
Hoch
Dictatus Papae
User
Offline Off
I've been going through the ai lua code and noticed that bots never respond to radio messages.

I found the problem in "Standard AI.lua", at line 392:
Code:
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function ai_hear_radio(source,radio)
     fai_radio(source,id)
end


So, the radio id parameter is being passed to fai_radio simply as id.

The correct code is:
Code:
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function ai_hear_radio(source,radio)
     fai_radio(source,radio)
end


Funny nobody noticed this so far.
22.04.17 01:00:57
Hoch
DC
Admin
Online On
lol
Thanks, will fix that.

Edit: actually already fixed here. Maybe didn't put the latest version of that in the release. Oooops.
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22.04.17 16:27:43
Hoch
Andrez
User
Offline Off
Your bugs @user DC: :

advanced radar doesnt get modified by HUD color modifications
radar_red 255 for example

ANd nowwww.. after 10 years, i have the perfect example to show how ***** buggy is this little command "fow details"

IMG:http://i.imgur.com/msxF6gs.png


camera is just embarrasing the so "detailed fow" which is counter intuitive, and counter gameplay...

thats why no one on the competitive scene uses it. but on a large scale with this new camera i can show you easily.

Now something quite weird:
@user Simonas:

on pre release 2:

On default menu you get the old crosshair on perfect scale, i mean its balanced(not so big, not so small).
But ingame you cant get it, even if you disable mp_recoil (which could be more intuitive as sv_recoil) it gets you to the new crosshair.

BUT on pre release 3.

You get a very fucking little old crosshair(which we all love) but it's so little that you cant play without recoil...

So: either leave it all to the new crosshair, OR MAKE the old one well scalled so we can play without recoil too.

Also knife's recoil when you move is very annoying.

And it would be good to pick a full config of recoil just like language, in game. Like mrc's one.
3× editiert, zuletzt 22.04.17 16:46:34
∗ PCS ADMIN CS2D.NET - Clan: Storm . Cs2d competitive videos:Andréz
22.04.17 16:44:49
Hoch
DC
Admin
Online On
@user Andrez: Both fog of war versions are calculated exactly the same way. You always see the same things. so players on the dark tiles would be hidden in both cases. Just the representation is different and single dark tiles are not visible in the smoothed fog of war representation.

So yes, for the most accurate representation of the fog of war you should always choose square cut.

Also that bug (dark tiles even though there is no obstacle) is caused by the increased range (which was just an experiment which will not be released in 1.0.0.3). This issue does not occur with the normal fixed camera.
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22.04.17 16:53:48
Hoch
Andrez
User
Offline Off
Zitat:
"does not occur on normal camera"
it happens a lot, but on a little scale, in little moments where it's very important. specially at close corners.
That's why i got this perfect image that shows it's buggy mecanism.


Zitat:
Both fog of war versions are calculated exactly the same way. You always see the same things.


You will see how contradictory that is. You dont believe that yourself. You dont see the same things.
Zitat:
you should always choose square cut
.
And well you said you see the same things but of course you say that we should use square cut

Then why it's not default? because the other one looks "better" but it's just counter intuitive, because as you said:
Zitat:
players on the dark tiles would be hidden in both cases.

Those dark tiles you can only see them on square cut.


So the bug, is caused by the system which leads to a bad (intended?)representation which is observable both in normal camera and exaggerated in the new camera.
I dont know if it's a bug since you know about it, but it's a problem for newcomers, there's little chance that they would know that they are at a disadvantage. Anyways it's the least of the problems and i dont want you to spend time on it.

I hope you take it as constructive criticism.
Anyways, in case the new camera was released you can agree that it would be very important to know that detailed fow would be useless.

Anyways, you are right:
Zitat:
Just the representation is different and single dark tiles are not visible in the smoothed fog of war representation.

My point was to inform people that they are always at disadvantage if they use detailed fow.
2× editiert, zuletzt 22.04.17 17:06:31
∗ PCS ADMIN CS2D.NET - Clan: Storm . Cs2d competitive videos:Andréz
22.04.17 17:07:11
Hoch
DC
Admin
Online On
I do take this as constructive criticism. Thank you. It's a serious problem if this also happens without the movable camera. We already adjusted the fog of war calculation precision for 1.0.0.3 because of the increased game resolution. For now we didn't spot any issues.

Why is smoothed FoW default? Because it looks better. CS2D's default settings are not optimized for hardcore pro gamers because these are a minority and they know how to adjust the game properly. They are optimized for casual gamers.

The smoothed FoW is definitely a compromise between look and precision. If you want max precision square cut is the only legit option because the underlying FoW calculation/precision is tile based.
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