IIRC this is the case for the knife, using mp_wpndmg_z1 affects the damage of the secondary attack even though it has no scope.
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CS2D General CS2D Bug ReportsIIRC this is the case for the knife, using mp_wpndmg_z1 affects the damage of the secondary attack even though it has no scope.
Tested on multiple CS2D roots with standard and custom settings. Also tested various map sizes and standard maps that use this entity.
It makes a lot of bugs like when I joined a little server and typed this command in, it disconnected from the server and connect led again right, but while I'm playing it quited fastly.
Otherwise, I put this command and reconnected to a server, and I wanted to kill someone there. I wasted my ammos on him without killing him.
Also, I put this command and reconnect again, when I want to make a chat say, it has been disappeared!
Idk this is bug or not..
edited 1×, last 06.03.15 12:28:02 pm
@ _oops: I will examine this one. Probably related to the hud_fireinthehole setting (undocumented but available in the more settings menu) which allows you to turn off that message too.
On my computer I can't move it more than about 10 times without saving, and with saving it moves about 15 times.
Sooo, a map editor feature to move the map X times would be nice too.
whenever i parse luareset command with script.
cs2d goes crash.
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bind "~" "luareset; lua parse('map'..(string.char(32))..(map('name')))"
This is happen rarely and it might happen also to some people or few.
After game launching and quitting:
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ERRORS FOUND: 0 unique, 0 total unaddressable access(es) 395 unique, 30680 total uninitialized access(es) 0 unique, 0 total invalid heap argument(s) 0 unique, 0 total GDI usage error(s) 0 unique, 0 total warning(s) 42 unique, 76 total, 40508 byte(s) of leak(s) 161 unique, 1084 total, 4225236 byte(s) of possible leak(s) ERRORS IGNORED: 373 potential error(s) (suspected false positives) 627 potential leak(s) (suspected false positives) 142 unique, 393 total, 488337 byte(s) of still-reachable allocation(s)
After map loading and quitting:
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ERRORS FOUND: 0 unique, 0 total unaddressable access(es) 722 unique, 56294 total uninitialized access(es) 0 unique, 0 total invalid heap argument(s) 0 unique, 0 total GDI usage error(s) 0 unique, 0 total warning(s) 40 unique, 46 total, 32924 byte(s) of leak(s) 215 unique, 1208 total, 36385615 byte(s) of possible leak(s) ERRORS IGNORED: 685 potential error(s) (suspected false positives) 599 potential leak(s) (suspected false positives) 534 unique, 1284 total, 1009400 byte(s) of still-reachable allocation(s)
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[17:09:55] " (1x) [17:09:56] " (1x) [17:09:57] " (1x)
By the way, this is not a critical bug or it effecting the CS2D but i don't get what's the cause or the reason of it.
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shadows 100 shadowshade_obstacle 10 shadowshade_wall 10 shadowz_obstacles 19 shadowz_wall 300 shadow_angle 90 shadow_frameskipping 4
More then this info about shadowz_obstacles on site is different than in game.
So maximum value of shadowz_obstacles is 19 (not 300)
So way is for shadowz_wall its minimum value is 20 (not 0)
Any way even if
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shadow_angle 0 -- Sun(or light source) at zenith point shadowshade_obstacle 0 -- Size of obstacle shadow equal to size of tile shadowshade_wall 0 -- Size of wall shadow equal to size of tile shadowz_obstacles 10 -- Height in this case plays no meaning, but let it be non-zero shadowz_wall 20 -- Height in this case plays no meaning, but let it be non-zero shadow_frameskipping 1 -- We need high-quality shadows
But if you look at this screenshot:
So i think CS2D does not know this and on my map there is shadows)
What's interesting - changes of those options requires restarting map to chane or apply it.
edited 5×, last 07.04.15 11:56:20 am
I dunno what was it.
Either your firewall may block CS2D or your video card is outdated therefore you must update with newest updates for the video card however i'm not exactly sure if this the cause of your error.