Forum

> > CS2D > General > Ideas for Counter-Strike 2D 0.1.2.1
Forums overviewCS2D overviewGeneral overviewLog in to reply

English Ideas for Counter-Strike 2D 0.1.2.1

1,429 replies
Page
To the start Previous 1 264 65 6671 72 Next To the start

old custom skins

Mr Jack1e
User Off Offline

Quote
what about custom skin system? for example as script, something like that:

if sel==1 then
setskin(id,gfx/newskins/01.bmp)
elseif sel==2 then
setskin(id,gfx/newskins/02.bmp)
else
setskin(id,gfx/newskins/03.bmp)

and use it for example when choosing a class in script. can make mods and scripts more interesting without editing original skin files

old Re: Ideas for Counter-Strike 2D 0.1.2.1

EpicCrisis
User Off Offline

Quote
What about disabling sound download for servers. I find the music they put in is rather annoying. I think downloads for server is set to 25kb or smaller files only. So it would be nice to change the default to always download.

Should have three of these.
• Download all files from server.
• Don't download sounds.
• Download maps only.
edited 1×, last 23.07.12 12:27:14 pm

old Re: Ideas for Counter-Strike 2D 0.1.2.1

DC
Admin Off Offline

Quote
@user EpicCrisis: You can already control what you will download from servers in your net settings. Just choose "images only" or "none" or choose a lower size limt (this will exclude music which normally is larger than other files)

Edit: The default is 250kb which is sufficient and stops most servers from using large files (which is very annoying for everyone who tries to join). Maps will always be downloaded. You can easily remove them by clicking at "Show downloaded files" (also at the net settings).

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Divine
User Off Offline

Quote
Hey guys. I think this suggestion was already discussed but a max tileset of 1000 should be allowed.
I know this will make a server load longer, but atleast it makes a map maker be able to create a map in better comfort.
Since it will make a server load longer, it is really entirely up to the server owners if they want it to load slower or faster. I think people should be able to do any size tileset (just limit it from being insanely high- like 1000 limit) Message me for opinions and arguements against this. √

old Re: Ideas for Counter-Strike 2D 0.1.2.1

SkullzOrig
User Off Offline

Quote
@user Divine: I can't remember so well, I haven't been on map editor for quite some time. I think its 256 tiles, not sure 100% but I do think it should be larger tho. Atleast twice the size like 512? I understand you want 1000, which is personally seeming to be to high of a number. Most maps barely have 50 tiles in use and the tileset has about 100. I mean seriously tho 1000? Must be a really large map to even use all those tiles.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Divine
User Off Offline

Quote
user SkullzOrig has written
@user Divine: I can't remember so well, I haven't been on map editor for quite some time. I think its 256 tiles, not sure 100% but I do think it should be larger tho. Atleast twice the size like 512? I understand you want 1000, which is personally seeming to be to high of a number. Most maps barely have 50 tiles in use and the tileset has about 100. I mean seriously tho 1000? Must be a really large map to even use all those tiles.


Well instead of having to have multiple tilesets and you accidentally forgot to add one to your current one, you could just look through your list. I don't care about 512 or 1000. All I want it is to make it bigger. The maps that only use 50 tiles, doesn't mean it doesn't have a bigger tileset. If a tileset is big, it wont affect lag it will just take longer for the server to load, unless if a person places all 1000 tiles ONTO the map. But yeah I honestly don't care how big DC will make it. I just want more tiles. (PS the tile limit is 255)

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Mr Jack1e
User Off Offline

Quote
SkullzOrig has written
Do you know, or have a map that uses 255 tiles?


Sometimes it is suitable to have a 1000 tiles tileset and use it for all your maps, instead of making mytileset01, mytileset02, mytileset3 and so on. Anyway, it is not something global so the ones who don't want to use such a big tilesets would just make maps like they used to.



And my another idea for 0.1.2.1 : maybe an ability to use your own pictures for custom kills. Instead of just a text the game would show your picture. something like:
"if customkill[id]=="critical" then custompic[id]=="gfx/custom/headshot.png""

old Re: Ideas for Counter-Strike 2D 0.1.2.1

SkullzOrig
User Off Offline

Quote
I understand you just want to see all your tiles in 1 set, but what map has all 255 being, Im just asking.

And you just your idea is useless, it can be done in lua. As proved by yourself.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Mr Jack1e
User Off Offline

Quote
no

1
"if customkill[id]=="critical" then custompic[id]=="gfx/custom/headshot.png""

it is just an example how it can be realised in lua script when such function would be added. It's just how I see the code of adding a custom picture to custom kill

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Avo
User Off Offline

Quote
If you want higher amount of tiles, you can use images instead. Or add huge image covering all floor tiles on the map. There are lots of ways to make map without 1000 tiles and I think good mappers don't need more.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Alistaire
User Off Offline

Quote
user Divine has written
(PS the tile limit is 255)


Actually, the tile limit is 256. That means you can make 16x16 tiles tilesets or 512 x 512 pixel tilesets.

----

user Avo has written
If you want higher amount of tiles, you can use images instead. Or add huge image covering all floor tiles on the map. There are lots of ways to make map without 1000 tiles and I think good mappers don't need more.


1. Images lag like shit if you use them as tiles.
2. Huge image covering all floor tiles? What's the use of adding tiles if you just overlay them.
3. Mappers don't need 1000 tiles anyways. Most maps have about 15 tiles used out of the 50 the tileset has (speaking about dust.bmp of course).

----

user Mr Jack1e has written
Sometimes it is suitable to have a 1000 tiles tileset and use it for all your maps, instead of making mytileset01, mytileset02, mytileset3 and so on. Anyway, it is not something global so the ones who don't want to use such a big tilesets would just make maps like they used to.


1. It is never suitable. Think about players, they ain't gonna wait for your 3 megabyte tileset to download.
2. Making multiple tilesets is pretty common.
3. People never needed 1000 tiles. What the fuck are you gonna add on them anyways.

----

user DC has written
The default is 250kb which is sufficient and stops most servers from using large files (which is very annoying for everyone who tries to join). Maps will always be downloaded. You can easily remove them by clicking at "Show downloaded files" (also at the net settings).


People asking about 1000 tiles tilesets, please note the 250kb filesize limit. 1000 tiles will easily get around 20mb in .bmp files.

Also, the tileset would be 32000x32000. Most computers can't handle such big images anyways. You get errors like 'Not enough space to increase image size'.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Avo
User Off Offline

Quote
Quote
3. Mappers don't need 1000 tiles anyways. Most maps have about 15 tiles used out of the 50 the tileset has (speaking about dust.bmp of course).

Yes, it's truth. People, please, follow user Alistaire and think before you post.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

DC
Admin Off Offline

Quote
The tileset and the map file are excluded from the download size limit because they are crucial for playing. They are always downloaded.

A bigger tileset size limit would automatically double the size of map files (currently a byte is used to save the tile values but a byte can only hold 256 different values) - 2 bytes would have to be used in case of bigger tilesets. That would allow tilesets with up to 65536 tiles (theoretically).

I can automatically use the 1 byte method for small tilesets and the 2 byte method for large tilesets but I still don't think that such large tilesets are required or make much sense. Not sure if I'll actually add that.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Alistaire
User Off Offline

Quote
user DC has written
I still don't think that such large tilesets are required or make much sense. Not sure if I'll actually add that.


Your average RP tileset has 150 tiles, with many and many road tile copies etc, you don't even get to the limit.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

DC
Admin Off Offline

Quote
Yeah and you can even rotate and blend tiles and still use images for big objects instead of puzzling them together with like 20 different tiles from the tileset. Of course using many image entities for single tiles is not a good idea but using a few bigger image entities is a convenient solution. I don't know good tilesets (that have been created in a clever way) that reach that limit either.
To the start Previous 1 264 65 6671 72 Next To the start
Log in to replyGeneral overviewCS2D overviewForums overview