English CS2D Development and Pre-Release

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12.02.16 08:32:32 am
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Biusem
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-insert asdf clip here- I LOVE IT!
IMG:http://i.imgur.com/e5Mv2wF.png
12.02.16 09:43:01 am
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Cure Pikachu
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I think it would be great if the default DE maps are updated to have the new radar icons.
IMG:https://i.imgur.com/uUrye71.png
IMG:https://i.imgur.com/xpsyQRX.png
12.02.16 09:50:02 am
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Hajt
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Thank you for new command setteamscores and possibility to get checksum of any file in gfx/sfx directories. I'm not convinced yet to new light engine and radar but it's probably a matter of habit. Bigger console window, yay.
12.02.16 09:51:42 am
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Avo
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I like the radar. Radarscale would be nice. Also, the bomb should be visible on it.
12.02.16 09:54:09 am
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Yates
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The bomb is visible on the radar. It also bleeps the same as the sound bleeps on countdown.
12.02.16 10:18:06 am
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Yeahhh,finaly the version gonna be release soon

@user DC: When i wanted to test Info_RadarIcon thing this came to me

LOAD MAP RES.: failed to load image 'gfx/cs2d.bmp'
So please don't forget to add this when version release..
12.02.16 11:58:29 am
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Goo
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If you leave the main menu (for example to play in a server or new game or even edit a map) and come back the music wont appear

It's only appearing when you start the game
12.02.16 11:58:42 am
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DC
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Thanks so far for the feedback! We will try to solve these issues for the update.

@user RIP-HereRestsPlookerbooy: Hah, oh lol I forgot that this image is used as default images for Env_Sprite/Env_Image (and for some reason it also seems to be used for the rader icon which probably is a code copy&paste bug ...). I'll re-add it.
www.UnrealSoftware.de | www.CS2D.com | www.CarnageContest.com | Use the forum & avoid PMs!
12.02.16 12:24:50 pm
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EngiN33R
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user StirlizZ-Fapicon has written:
I got a question about that new /mods folder: via using servertransfer I can allow players to use my own mods specially for my server?

As per mods/Readme.txt, you can add mod files to servertransfer.lst with lines of the format "mods/MODNAME/DIRECTORY/FILE.EXT". As always, only graphics and sounds get transferred. The downloaded files are kept in a special mod cache so as to not come in conflict with any mods the player may have installed. When using mod images and sounds with Lua functions or commands, use the regular path starting with "mods/".

user Oops321 has written:
lovely but created sound doesn't stop after restarting round. not sure this is intended

This is not intended. Thank you for bringing this to my attention.
I code, therefore I exist. | Visit my blog for Lua tips and other interesting info
12.02.16 12:26:58 pm
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StirlizZ-Fapicon
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@user EngiN33R: that means we are getting nearlier to CS1.6-like modding? Finally, after all those years of waiting.
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12.02.16 12:38:52 pm
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THEMUD
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The start music doesn't run if you opened the editor or entered a game and then get back to the main screen.
I don't know what I'm doing with my life.
12.02.16 12:57:09 pm
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DatRat
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I've seen so many bugs here, looks like final date we cant know yet
Never give up! In end of this hell you will be given a donut! And bagel! And you will choose! AND DIE.
12.02.16 01:10:08 pm
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Oops321
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I wonder why I crash when I copy paste Env_Light entity with Light range value 290+.
Lastest upload : file cs2d fix the collecting (0)
12.02.16 01:24:47 pm
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EngiN33R
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user THEMUD has written:
The start music doesn't run if you opened the editor or entered a game and then get back to the main screen.

The start music isn't supposed to be played on getting back into the main menu - only on start. This is how it was in CS 1.6.

To bring some clarity to the question of mod support: as it stands currently, servers can only transfer non-default images and sounds. This means that you can't replace player skins server-side by simply adding a mod with new player skins. The entire feature is really for the sake of convenience, namely being able to enable and disable things without too much of a fuss.
I code, therefore I exist. | Visit my blog for Lua tips and other interesting info
12.02.16 01:29:32 pm
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Gaios
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user StirlizZ-Fapicon has written:
@user EngiN33R: that means we are getting nearlier to CS1.6-like modding? Finally, after all those years of waiting.

No.. we only have got possibility to use custom directory for mods only. That means you can't replace gfx or sfx of default files (eg. ak47.bmp can't be replaced)

EDIT: I was writting this post for some time and didn't notice user EngiN33R reply. Anyway I said it in simpler words.
edited 1×, last 12.02.16 01:33:04 pm
12.02.16 01:30:29 pm
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DatRat
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Uh, I have some problems...
Spoiler >

Edit x1:Also, I cant use night vision to see in dark.
Spoiler >

Edit x2: I we're wrong. ON ANY MAP! ON ANY MAP ITS DARK!
edited 2×, last 12.02.16 02:33:09 pm
Never give up! In end of this hell you will be given a donut! And bagel! And you will choose! AND DIE.
12.02.16 02:35:54 pm
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Pagyra
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What about fix
Flashlight >
12.02.16 03:04:41 pm
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SQ
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@user Pagyra: FIX? People already complain about framerate drop due to the flashlight.

Current flashlight at very high quality looks good though.
Adding texture bumping and other stuff might make things worse.

IMG:http://s7.postimg.org/vg2gfkp4b/aaz.png
edited 1×, last 12.02.16 03:17:49 pm
12.02.16 03:36:19 pm
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_Yank
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BTW, openGL version gets stuck at the intro.

Just a quick suggestion, why don't you make an HUD DPI option ? Where you could mark it as fixed (where in whatever resolution you are, the HUD would always get displayed the same default size) or dynamic (where the HUD would dynamically and proportionally change depending on the resolution) (and another option to choose its value of course).

Funny thing we can simulate volume support through the soundpos command

Nice job though, I really appreciate it.
12.02.16 04:08:02 pm
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Angel DEED
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