CS2D Bug Reports
1,869 replies Maps that you do not have appear as darker gray in the server list, but this is case sensitive.
That means, if you have "map_name", but the server hosts "map_Name", it will appear as though you don't have the map.
The problem comes when you join the server, and have to re-download the map.
This differs in Linux, because it would let the two examples exist in the same folder.
TL;DR: Very messy.
Edit:
It appears I either found a bug or misleading documentation...
menu claims that one of the return values for a menu is
So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
That means, if you have "map_name", but the server hosts "map_Name", it will appear as though you don't have the map.
The problem comes when you join the server, and have to re-download the map.
This differs in Linux, because it would let the two examples exist in the same folder.
TL;DR: Very messy.
Edit:
It appears I either found a bug or misleading documentation...

X
when "closing" but I always get 0
regardless of whether I close it with cancel, the X button or even ALT+F4.So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
0
. edited 1×, last 08.02.21 10:00:07 am
fish

Edit:
It appears I either found a bug or misleading documentation...
menu claims that one of the return values for a menu is
So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
It appears I either found a bug or misleading documentation...

X
when "closing" but I always get 0
regardless of whether I close it with cancel, the X button or even ALT+F4.So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
0
. Create your UI easy and fast: UI Framework | Go deeper into the darkness and test your bravery:
Outlast II Mod (28)


DC should make a fresh new version for CS2D asap because it is now full of hacker's but I wanted to ask why people can hack CS2D even while they are on steam.
in other games if you are on steam you can not hack a game or you get your account banned or something
YO DC YOU NEED TO WAKE UP AND WORK FOR YOUR GAME BEFORE IT DIES SERIOUSLY
in other games if you are on steam you can not hack a game or you get your account banned or something
YO DC YOU NEED TO WAKE UP AND WORK FOR YOUR GAME BEFORE IT DIES SERIOUSLY
El Grande Qaida A.K.A the mighty kira
@
Kiranovic: This is off-topic. Hacks are not a bug. Every game can be hacked. Steam doesn't change that. Even if I would redo CS2D completely people would be able to hack it.
CS2D also supports banning. Server owners would have to do that.
I don't have to do anything. CS2D is a free game (which is also pretty old by now). Either enjoy it as it is or don't. That's up to you.

CS2D also supports banning. Server owners would have to do that.
Quote:
YO DC YOU NEED TO WAKE UP AND WORK FOR YOUR GAME BEFORE IT DIES SERIOUSLY
I don't have to do anything. CS2D is a free game (which is also pretty old by now). Either enjoy it as it is or don't. That's up to you.
The launcher that comes with CS2D which is used to create custom launch CMD/BATCH files creates the title
EDIT:
The V.I.P (team 3) will have a black (
I would recommend setting team 3's colour to the same as team 2.
This is for game balance purposes too.
EDIT:
exit and
disconnect both break the cs2d_dedicated (on both Linux and Windows) when casted.
The window will NOT close, but the server will.
There should never be a case when the server is both not online and running at the same time.
EDIT:
When using
banlist the server will list STEAM bans as U.S.G.N. bans.
This is possibly a label issue.
(I'm unsure about this one though)
EDIT:
There's a bug with the MVP calculation and rewarding:
https://youtu.be/HEa50loXJe0
The MVP would be declared for defusing the bomb regardless of whether they did or not, it will be based on their frags for the round.
Edit:
It appears that the
projectile has 5 paramters, but the documentation only lists four of them.
Furthermore in my testing, the fifth variable is always
@
DC or @
Simonas, what is that variable for?
Run CS2D 2D (custom launch)
for the output file, which is of course, not right.EDIT:
The V.I.P (team 3) will have a black (
{ 0, 0, 0 }
in RGB) name colour when using the voice chat, this is probably because nobody added a colour for team 3.I would recommend setting team 3's colour to the same as team 2.
This is for game balance purposes too.
EDIT:


The window will NOT close, but the server will.
There should never be a case when the server is both not online and running at the same time.
EDIT:
When using

This is possibly a label issue.
(I'm unsure about this one though)
EDIT:
There's a bug with the MVP calculation and rewarding:
https://youtu.be/HEa50loXJe0
The MVP would be declared for defusing the bomb regardless of whether they did or not, it will be based on their frags for the round.
Edit:
It appears that the

Furthermore in my testing, the fifth variable is always
1
unless the Grenade Launcher is used, though I didn't do a complete testing of this.@


edited 10×, last 22.03.21 09:54:41 am
fish
documentation fixed. the last one is the ID of the projectile. Since IDs are recycled it's very possible that you see 1 most of the time because there's just one projectile per player at a time.
Also the ID is only unique per player. Player X can have a projectile with ID 1 but player Y can have a projectile with ID 1 at the same time. See red attention text in
projectile
Also the ID is only unique per player. Player X can have a projectile with ID 1 but player Y can have a projectile with ID 1 at the same time. See red attention text in

Might not be a bug per se -- I'm just trying to understand how spectating a player's pointer works.
Let's say we suspect that a player is using a hack which allows them to lock on enemies who are far away and hit them precisely across the map. We start spectating this player and notice that their pointer sometimes "teleports", i.e. flicks a few centimeters in the enemy's direction. We then assume that the teleporting pointer is a sign of aim assist software.
From my (rudimentary) understanding, during spectating, the player's pointer isn't updated at each tick, which may lead to this "pointer teleporting" effect. Am I correct to think that the pointer that we spectate doesn't move as smoothly as the pointer from the player's own point of view?
Red pointer laggy, green pointer good?
Let's say we suspect that a player is using a hack which allows them to lock on enemies who are far away and hit them precisely across the map. We start spectating this player and notice that their pointer sometimes "teleports", i.e. flicks a few centimeters in the enemy's direction. We then assume that the teleporting pointer is a sign of aim assist software.
From my (rudimentary) understanding, during spectating, the player's pointer isn't updated at each tick, which may lead to this "pointer teleporting" effect. Am I correct to think that the pointer that we spectate doesn't move as smoothly as the pointer from the player's own point of view?
Red pointer laggy, green pointer good?

edited 1×, last 23.03.21 10:27:57 am
@
Chrome: First of all Green pointer is best, but red pointer is slow and laggy
. Second of all, If someone is really cheating they might even block sending the pointer position thing so you won't receive the player's pointer position, neither will the server precisely. I myself tested it and it worked just simply by modifying my player's rotation and faking my pointer's position. And yes, while you're spectating a player their pointer will look laggy due to slow target spectating pointer update rate + (high-ping/slow internet connection you, him and/or the server and/or low fps either you or him, and/or low server tick, and/or slow monitor (you)) + CS2D uses UDP this means some packets will be lost, this is also why sometimes reloading bug happens
Conclusion: Stop accusing people without a clear proven evidence.


Conclusion: Stop accusing people without a clear proven evidence.
edited 3×, last 23.03.21 01:18:20 pm
@
Chrome: Spectator pointer holds just 1 byte of information.
What does it hold?
Distance from player to pointer. (256 pixels precision)
You already have rotation - player rotation.
The pointer is not slower than the player.
It could be a bit jumpy as it has slightly weird grid.
Optimization

What does it hold?
Distance from player to pointer. (256 pixels precision)
You already have rotation - player rotation.
The pointer is not slower than the player.
It could be a bit jumpy as it has slightly weird grid.
Optimization


ammoin
for items that stack (Snowball, Mine, ETC.), while it should.Either change that, or add a third parameter "count" for stacked items.
Edit:

Edit:
When a CS2D listen server shuts down, most of the times, it will send a "server shutting down" signal to all connected players, it's not exactly reliable, but the real issue is that dedicated servers don't do that at all.
A dedicated server will instead "disappear" and everyone would just timeout.
edited 2×, last 14.04.21 09:50:48 am
fish