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CS2D General CS2D Bug ReportsIt looks nothing like synchronization issue. One thing is to get hit by lag compensation from a delayed movement where the grenade landed and other is to get hit by a grenade which went the other way nowhere even close to you.
Also note that there's a setting to make explosion damage pass through walls: mp_curtailedexplosions - make sure it is set to 1 if you don't want explosion damage to pass through walls.
For example you firing 30 bullets from m4a1 into the Wall III with a spray, without stopping and the total damage will be lower by approximately five shots. But otherwise when you firing the Wall III with round by round, proclicking. In that case all the bullets will reach victim.
And the third case is when you firing nonstop 29 bullets (and leave only 1 bullet, then u stop to firing) and then you dont see how you firing 4-5 left bullets but you dont click anything. Seems in this case missed hits delayed and then each second they firing back for total 4 or 5 seconds.
(noticed when i having 50-90ms ping, but may be also happen to any ping)
If using tween_animate() BEFORE player is on server, the animation will be really really fast.
edited 1×, last 17.09.19 09:18:32 pm
And yes, there is a simple counter in the server. In case you are shooting faster than you are allowed to (can be caused by either hacks or varying latency) the server won't register that shot immediately but count up the counter and simulate the shot as soon as you are allowed to shoot again (not sure if this is the behavior you described).
@ Hajt: I think so. It was always cheap and never super accurate.
@ Edik: ms100 (and other timing hooks) are not executed EXACTLY every X ms but the delay between 2 executions is always AT LEAST X ms. Based on the FPS caps (CS2D is single threaded) actual execution rate can and will be a few milliseconds off.
This won't be changed. Please always use timers (or tweens) for better precision. The FPS imprecision still matters here but it will only have an impact once so the worst possible divergence is about 16 ms (with 60 fps).
Using hooks to count up timers is very bad practice and not recommended if you need precision as the error will sum up over time - like you already noticed.
But tween_animate() seems to be bugged, if you run it before you join the server. Probably Client is missing the speed of the animation, so he just takes 0 as the speed. Right now there is a dirty fix to set the anmation again whenever a player joins. But would be cool if this gets fixed .
Quote
®path text tag (draws image in chat)
How to draw image with special path like
<flag:iso>, or
<tile:X>, or
<spritesheet:PATH:FRAMEW:FRAMEH[:MODE]>?
Spritesheet command needs additional parameter for start frame to replace default frame: 1. Or another special path to draw image from spritesheet by frame id.
Maybe hotfix DC? I need that ASAP, because I don't want players to download eg. 50 images instead of 1.
@ mrc: Yes it can happen in some cases and yes it's a sync problem. The calculation is sometimes slightly off which can lead to totally different results when the grenade hits the corner of a wall on server but doesn't hit it on client because it's like half a pixel off. I didn't look into it yet but I'm very sure that the problem was present in the first version already and isn't related to the resolution.
@ Gaios:
SQ implemented that stuff (images in text and spritesheets) which is why I can't say much about it without looking into it. I assume that most of the tags are not supported when using images in text.
Also you have to use imageframe to change the frame of a spritesheet.
Maybe I will do a small fix soon for the missing changes with the new HUD text ID range mentioned by Masea
Maybe I find time to fix/improve some other things mentioned here as well.
edited 1×, last 26.09.19 11:40:08 pm
® implementation is pretty much the same as © for the colors.
DC has written
Also you have to use cs2d lua cmd imageframe to change the frame of a spritesheet.
But I can't change image frame for chat image. I want something to draw image at chat from spritesheet
The server is saying this:
File added to Servertransfer.lst:
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http://xxx.xxx.xxx.xxx/gfx/a.bmp > gfx/a.bmp
Image created with lua:
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image("<spritesheet:gfx/a.bmp:32:32:m>", x, y, 3)
Besides these errors everything works. Its added to servertransfer.lst correctly (yes without <m>) and the image will be downloaded and also shown to the player. Maybe there is something with the <m> while checking if the file exists? The Flag <m> is only used at the lua code.
Also it seems that downloads stop randomly on random servers. It downloads a couple of files and then stops. It is needed to cancel the download and rejoin the server so it will continue for the next couple of files. Could be my imagination, but I think http downloads work better. But even if using that, the map will be downloaded directly, where the download can and will often stop again.
edited 5×, last 27.09.19 04:51:13 pm
edited 1×, last 27.09.19 09:52:15 pm
used code
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addhook("reload", "_reload") function _reload(id, mode) 	msg(mode) end
on start 1, on finish 2
when i reloading rifles, that doesnt have zoom - is okay:
on start 1, on finish 2
When i reloading weapon that having zoom isn't okay:
on start 0, on finish 2.
Idk what cause that problem but i can still use "if mode==1 or mode==0 then", but seems is something wrong.
reload says nothing about 0 mode.