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CS2D General CS2D Bug ReportsThat's a combination of OpenGL + Advanced Shadows + Non-english language
edited 1×, last 28.01.17 11:09:05 pm
I can't reproduce this issue on my PC. Maybe something driver related? I don't know...
Anyone else having this issue?
Well nvm it's not a big issue haha but now I've got a problem with votemap. My server contains huge number of maps but I can vote only for default one maps like de_dust, de_dust2 etc. And hmm does mp_mapvoteratio works correctly? I set value 0.2 and half of players voted for map and nothing happened. That's weird.
I'm not sure what maps the voting menu displays, but people can also vote for unlisted maps by using the votemap command manually.
The voting system isn't very thoroughly tested and I think it doesn't give you proper feedback when you vote for invalid stuff so it's very possible that something is going wrong.
DC has written
Anyone else having this issue?
Look at it:
http://imgur.com/qjscEvQ
Probably OpenGL rendered the screenshot in a ugly quality which however I highly doubt that. The most potential factor would be the drivers being outdated or drivers settings set wrong.
Not sure how/why the screenshot is saved/rendered with low transparency though. Switching the screenshot format to JPG is probably one way to fix it.
I'll also try out a small change for the next release but I don't know if it will help.
Edit: Actually nope. Already seems to be right code wise. No idea why that happens.
Basically if on a CTF/Domination map the bots' path is blocked by the player, and there is a "death" tile near the spawn, the bots will get confused and keep killing themselves over and over again. Here's a sped up recording I got to exemplify:
http://imgur.com/a/YXDML
A simple fix for this would be to remove that tile from the map, and on a broader scale of things, make the AI avoid death tiles and prefer to stay if there's nothing to do.
https://youtu.be/94GL0sNbSvk
How to fix this? Use wav.
Sorry, only advice I can give you regarding this.
@ Yunu: Just to confirm what BCG2000 said: It's intended. It works like that in Portal and it allows you to make maps were you can't create portals everywhere.
Tested with: CS2D 1.0.0.2 dedicated for Linux (on Ubuntu 16.10)
1. Clear the bot's lua script as it will make the debugging way harder.
2. Try this script and see your memory rising. Each hook call leaks 20 bytes which cannot be freed by Lua's garbage collector.
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local bytes_last = 0 function testMemory() 	-- run the garbage collector 	collectgarbage() 	-- calculate & print memory growth 	local bytes_now = collectgarbage("count") * 1024 	local diff = bytes_now - bytes_last 	print(bytes_now, diff .. " new bytes") 	-- remember current memory usage 	bytes_last = bytes_now end function doNothing() end -- each hook call will leak 20 bytes. addhook("always", "testMemory") -- uncomment more lines to strengthen the effect --addhook("always", "doNothing") --addhook("always", "doNothing") --addhook("always", "doNothing") -- timers do not leak memory --timer(100, "testMemory", "", 0) -- uncomment this to have the same test duration each time --timer(100 * 1000, "endTest", "exit")
Those things get worst the higher the resolution is
Right clicking on the console and selecting Copy Line will not copy the line you wanted.
http://i.imgur.com/wORgcoP.png
http://i.imgur.com/fVKn2C0.png