Forum

> > News > CS2D v1.0.0.6
Forums overviewNews overviewLog in to reply

English CS2D v1.0.0.6

43 replies
Page
To the start Previous 1 2 3 Next To the start

old Re: CS2D v1.0.0.6

Yates
Reviewer Off Offline

Quote
What did you overwrite during the update?

Asking to see if you missed anything.

old Re: CS2D v1.0.0.6

Reaper
User Off Offline

Quote
Regarding the remove of the chat, yeah it was pretty much pointless in the past, but I could see some use for it in the future, especially when matchmaking will be introduced (eventhough that I'm pretty sure that the playerbase is too small for it). If you have matchmaking, there are queue times. So you have to do something else while you are waiting, which will be most likely watching an youtube video, reading mails, browsing or using a chat. But for the chat to be used, he needs to be visible, like "in-your-face"-style, which means he has to be pretty much visible as long as you don't minimize it. Pretty much the way all the shitty to average F2P shooters do it.

old Re: CS2D v1.0.0.6

_oops
User Off Offline

Quote
DC has written
ADDED Korean translation, thanks to Zeisen (U.S.G.N. #53832)


wait what? yeszz!

old Re: CS2D v1.0.0.6

SQ
Moderator Off Offline

Quote
@user Masea: Return for what? I don't want to cancel original binds, that might lead to many issues.

old Re: CS2D v1.0.0.6

Yates
Reviewer Off Offline

Quote
You'd have to run all client side actions through the server before letting the user do something.

Very very bad idea.

old Re: CS2D v1.0.0.6

TobyInChina
User Off Offline

Quote
UTF-8 does not fully display the Chinese text, and it's very troublesome

msg('UTF-8:\x6B22\x8FCE\x6765\x5230\x4E2D\x6587\x7AD9')
--欢迎来到CS2D中文站
msg('UTF-8:\x4F60\x597D\xFF0C\x6211\x662F'..'Toby')
--你好,我是Toby

IMG:https://cs2dcn.com/data/attachment/forum/201712/05/233537r0uxeh305491ezc0.png

old Re: CS2D v1.0.0.6

Cure Pikachu
User Off Offline

Quote
At least the Steam auto-update this time doesn't inflict "collateral damage" on the files that didn't need updating. About time really.

old Re: CS2D v1.0.0.6

Vehk
User Off Offline

Quote
I don't understand why UTF-8 support has been implemented the way it is in cs2d. UTF-8 is reverse compatible with ASCII. The only change should be CS2D parsing UTF-8. Scripts shouldn't need to specify UTF-8, certainly not as atrocious hex strings.

msg("欢迎来到CS2D")

This should work as expected in CS2D 1.0.0.6.

The current version of Lua (5.3) provides the utf8 module. It provides functions for manipulating UTF-8 strings in Lua. Are there any plans for cs2d to use this version? There shouldn't be many compatibility problems with upgrading. Only one that I can think of is unpack now being table.unpack.

old Re: CS2D v1.0.0.6

SQ
Moderator Off Offline

Quote
@user Vehk: I just said that there was no other way.
BlitzMax does not support Lua 5.3 and yet it doesn't support even 5.2 as we have spent some time, but it lead to crashes and instability.

Using that upload lib I don't really see any shortcomings.
It could be included by default in CS2D.

old Re: CS2D v1.0.0.6

Vehk
User Off Offline

Quote
That's not what I meant. I was asking why UTF-8 is implemented in a way that requires writing strings like
"UTF-8:xE6xACxA2xE8xBFx8ExE6x9DxA5xE5x88xB0x43x53x32x44"
instead of simply
"欢迎来到CS2D"
.

This doesn't require the Lua 5.3 utf8 module or any support from Lua (although it could be helpful in some cases).

The only thing needed is for CS2D to treat strings as UTF-8 and parse them. If BlitzMax doesn't have built-in UTF-8 functions they could be written, UTF-8 is simple to implement. RFC 3629

The only problem with doing that way is that scripts already saved with ASCII encoding would have invalid UTF-8 sequences for any non-ASCII characters. The biggest issue with this would be the color code symbol, ©. It would be invalid in currently existing scripts.

That problem can be solved by treating invalid UTF-8 sequences as bytes.

Assume this is part of a string that's passed to msg, print, etc.
©2
as ASCII would be
A9 32

as UTF-8 would be
C2 A9 32


Some UTF-8 decoders would treat the ASCII version as invalid, possibly raising an error or returning an error code. A decoder that simply returns the byte would work for CS2D.
edited 1×, last 09.12.17 01:16:29 am

old Re: CS2D v1.0.0.6

SQ
Moderator Off Offline

Quote
@user Vehk:
1. Even if this would be possible it would corrupt already existing scripts in ASCII.

2. I told you we already tried that.
Lua fails to pass UTF-8 into C interface. It takes 16-UTF string into lua interface.. but somewhere inside it eats it up and BlitzMax ends up in corrupted symbols.

3. With engineers script all you need to do is
1
print("欢迎来到CS2D")
Nothing additional.
edited 1×, last 09.12.17 03:46:56 am

old Re: CS2D v1.0.0.6

Livia
User Off Offline

Quote
This is the first version that works on my linux machine without any hacks. The new http call seems really promising if you need to access external resources without the hassle of 3rd party libraries. I think the biggest game changer here is the ability to bind keys from the server.

Also the sudden increase in player numbers motivates me to write scripts here again.

old Re: CS2D v1.0.0.6

Fyreball
User Off Offline

Quote
user DC has written
@user Mora: Please use the bug or idea thread (depending on what you're posting) to post these things. The news thread is not the right place. Thank you!

Edit:
Hotfixed the RCon issue in the windows client (Steam only, no visible patch version or anything).


@user DC: The "Can't use rcon" problem is immanent in the MacOS Steam version either. Is there any way to circumvent this as an admin?
To the start Previous 1 2 3 Next To the start
Log in to replyNews overviewForums overview