Ideas for CS2D - READ THE FIRST POST (OP)!
3,151 replies @
barlogx: CS2D full of low- connection people, it may be laggy and people start leaving CS2D.

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THEMUD, @
Rainoth: He's actually right in my opinion. Also, you would not only need to check if the target player is in the player sight but also if there isn't any wall covering him or something.
Not that this is very hard to code but an actual implementation would be much better. If there was one, it would be much reliable, fast and less resource intensive.
This applies to most of the suggested things here, a lua implementation is not always the best.


Not that this is very hard to code but an actual implementation would be much better. If there was one, it would be much reliable, fast and less resource intensive.
This applies to most of the suggested things here, a lua implementation is not always the best.
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_Yank: That is just dumb. Literally everything would work better if it was made in-game.
That's why lua was implemented, to allow making these things without actually having to modify the game.
Then you might say "so why doesn't everyone just do everything in lua if it's such a bother to do all these things with BlitzMax", well that's because some things need nasty workarounds to be done in lua. When such a situation arises, that's when it's good to ask for something like that to be implemented in the game.
Now ask yourself if this is really something that is hard to implement via lua.
_Yank has written:
I guess it isn't. So if someone wants it done, he should go and do it instead of asking it here.
TL;DR If it's hard to do with lua and it'll be useful, it's a good idea to make it for CS2D. If not, do it with lua.

That's why lua was implemented, to allow making these things without actually having to modify the game.
Then you might say "so why doesn't everyone just do everything in lua if it's such a bother to do all these things with BlitzMax", well that's because some things need nasty workarounds to be done in lua. When such a situation arises, that's when it's good to ask for something like that to be implemented in the game.
Now ask yourself if this is really something that is hard to implement via lua.

Not that this is very hard to code
I guess it isn't. So if someone wants it done, he should go and do it instead of asking it here.
TL;DR If it's hard to do with lua and it'll be useful, it's a good idea to make it for CS2D. If not, do it with lua.
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Rainoth: I think you got me wrong, you just wrote what I did. The thing is, you aren't considering this suggestion as one of these special cases (in my opinion, it really is, an actual BlitzMax implementation of it would be light years ahead in efficiency, speed and reliability terms of a Lua one).


As it is now:

When it's semi-auto: it sounds like a burst mode.
When it's a burst mode: it sounds like a burst mode.

Btw the standard glock's firing sounds terrible when someone walking with it and simply HOLD the attack button(oohh

If i'll change it's sound for better one i'll have only semi-auto nice sound. But when it's a burst mode it also sounds like semi-auto(like a weapon shooting one round instead of three).
And if i leave this standard one: it sounds terrible for semi-auto and .. not so nice but okay for a burst mode.
I hope you get the point,

Replay feature:
While game continues, Lua script(or CS2D gamecode) writes to a text file on hook "always" all changes with its fixation on time.
Such as players coordinates, its angle of rotation, chosen weapon, duration of active clamping keys(like attack,reload,use,... so on), type of movement, chat messages and so on.
At next restart this map for player will be offered a choice - to play replay or play normal game.
If he chooses to play replay - then server switch players team to spectator, start for reading of text replay file, so server is filled with bots with same number players (with a selection of identical skins, showing same ping and renaming bots) and then by timer bots will move, rotate, attack and so on.
I think it is simple idea and it can be easy implement to standart game as lua script or as CS2D gamecode.
Same way you can add some features in it like rewind or pause.
While game continues, Lua script(or CS2D gamecode) writes to a text file on hook "always" all changes with its fixation on time.
Such as players coordinates, its angle of rotation, chosen weapon, duration of active clamping keys(like attack,reload,use,... so on), type of movement, chat messages and so on.
At next restart this map for player will be offered a choice - to play replay or play normal game.
If he chooses to play replay - then server switch players team to spectator, start for reading of text replay file, so server is filled with bots with same number players (with a selection of identical skins, showing same ping and renaming bots) and then by timer bots will move, rotate, attack and so on.
I think it is simple idea and it can be easy implement to standart game as lua script or as CS2D gamecode.
Same way you can add some features in it like rewind or pause.
I think CS2D is good now as it is. Well, of course, if a bug is still on the code then it isn't good, and if it's anything minor then it depends.
Spectators cannot pasts(view) the map boundaries.
When you replaces scout fire sounds with high volume sound,it plays louder.(silenced guns especially for usp are not even you replaces it to louder sounds.)
When you replaces scout fire sounds with high volume sound,it plays louder.(silenced guns especially for usp are not even you replaces it to louder sounds.)
Inactive dude
Make a tile which would play "wall" and "wall w/o shadow" role. You can't see through it when FOW is enabled. So it would be nice. And possible to make such things as:
When you step on it(and u supposed to) you can change the tile via console(settile) and this tile would become to a normal one. It would work like a bushes but i can go through them(but no see).
When you step on it(and u supposed to) you can change the tile via console(settile) and this tile would become to a normal one. It would work like a bushes but i can go through them(but no see).
edited 1×, last 17.11.16 09:17:56 am
A command for stop weather effects on specific player like sv_stopweather <id> <idd> idd for weather id
A MIC option for voice chat for players to speak and chat while playing the game so that it will be more intresting.
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karthik:
No. Why? Because there are 3rd party voice chat services which do a much better job than a built in one ever could.

Quote:
LIST OF THINGS THAT ARE FORBIDDEN TO SUGGEST: 
[...]
Voice chat (we've been over this...)
[...]


[...]

[...]
No. Why? Because there are 3rd party voice chat services which do a much better job than a built in one ever could.
i dont really know how,but add an electricity graphic effect.maybe in gen_sprite.
stop the gen_weather effects for the player who is in env_room
stop the gen_weather effects for the player who is in env_room
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RekuReku: It's possible if you join in Editor, and place the info_NoWeather.
Therefore, I see no reason to add this idea. Although, who cares in my opinion. eh..

Therefore, I see no reason to add this idea. Although, who cares in my opinion. eh..

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DC: You can encrypt some codes of the game so that the "noobs" have no possibility of hacking the game;)

Never use HACKS/CHEATS , see my status. I used hack 2 times , 1 year ago... i get game banned for be a stupid guy