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Englisch CS2D Dynamic Crosshair and Aiming Update

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Umfrage Umfrage

Do you approve having dynamic crosshair system in the game?

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Yes
54,00% (27)
No
46,00% (23)
50 Stimmen abgegeben

alt Re: CS2D Dynamic Crosshair and Aiming Update

SQ
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@user SmD: Accidentally, wrote you pm. Just pressed the wrong button, sorry:)

Anyway, the main thing is new recoil mechanics and even in that case crosshair probably might be optional. Current shooting mechanics doesn't really feel right. At least for me.

alt Re: CS2D Dynamic Crosshair and Aiming Update

Masea
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user Yates hat geschrieben
Things like this should be default though and none-changeable.
Why should be? It's been almost 13~ years since the game release and you guys think to change existing things completely? That's kinda strange because people adjusted the current status of game a long time ago.

Would be good if it is gonna be optional.

alt Re: CS2D Dynamic Crosshair and Aiming Update

StirlizZ-Fapicon
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user Yates hat geschrieben
These kinds of decisions should just be made without asking. People never like change even if it's for the better.

Just do it. Don't make it optional, make it default.


Agreed with @user Yates: by 100%.

There always will be haters and people, who likes your content. In other words do what you must, and come that may.

alt Re: CS2D Dynamic Crosshair and Aiming Update

Mora
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@user StirlizZ-Fapicon:
I'll double then what user SmD said:
user SmD hat geschrieben
But then again you have to keep in mind that this casual playerbase spends hours playing a modded version of the game and never actually visits this forum, while there are people here clearly willing to improve this game and you are just suggesting to ignore them.

@user Gaios:
user Gaios hat geschrieben
Oldschool is ruining this game because new players can't play versus professional players, there's not place for them.

This is the worst i ever heard(read).
That's supposed to be like that. You can't do surgery if you're completely new there, you need to learn and improve. The same with game. Please, don't talk much anymore, you looks silly.

Guys, just deal with it, it gonna be optional, and that's right.
@user Gaios: No, i can surely say that you are noob. Even if i'm not much played SD(which is not wcl, maths, tournaments etc.).
You don't know what's better for old players and for old-pro players.

alt Re: CS2D Dynamic Crosshair and Aiming Update

CoSmo
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I think a good compromise would be for the coders to work with some people from the competitive scene. If the dynamic crosshair has to be changed, at least let it be done after some "pros" have tested it themselves BEFORE it goes on live.

I am up to changes, CS2D needs a bit of fresh air, but it has to be done carefully in order to satisfy as much of the community as possible.

alt Re: CS2D Dynamic Crosshair and Aiming Update

TimeQuesT
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I like the idea indeed! I understand both sides: pro and con.

How about making aiming mechanics "dynamic" hard coded. Load the actual aim from a dll/so. Working with primitives for this case isn't really much work.

Example
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Pass weapon ID and player ID to a function located in a dll/so which is loaded at startup (mayber dedicated only)

Calculate angle and return to cs2d core -> sync

This allows servers to have their own way of aiming-mechanics (allows balancing for certain mods + better performance than lua). Of course you can provide two std. libs doing it the old and new way.

alt Re: CS2D Dynamic Crosshair and Aiming Update

TimeQuesT
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I thought you're reimplementing aiming sys + new crosshair. Which would be awsome since current aiming sucks.

And since every modding shit is done via lua "hard coded" modding would be an option.

Edit:
Only implementing a dynamic crosshair does not make any sense, since bullet generation is done random on a predefined factor.

Edit²:
Now I get what you wanted to say. Of course I know it's not done in lua, but giving server owners the option to modify aiming on their will with great performance is just great.
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