Gaios has written
I plan to hide all the native skins in CS2D and render new skins on them using Lua.
That is mostly what I was worried about.
Gaios has written
This means that even if the ping is around 50 ms, it will not cause any problems with shooting because the native weapon will switch immediately on the client side and only the visual part will be delayed by 50 ms (which is still a very small and barely noticeable delay).
50 milliseconds is a noticable delay, that can put off some players.
And most players commonly have a 100 ping, add to that the server tickrate and the time it takes for the client and server to react and you could see up to 125 milliseconds delay on average for the common player.
Worst case? A player playing from a further away country could see up to 200 milliseconds of a delay.
Gaios has written
I understand that using Lua for weapons systems has not been successful in the past,
For a good reason.
People already tried every known method and it was never appealing.
At one point you have to choose between smooth weapon switching and pretty visuals.
Gaios has written
but I believe that my approach will address those issues.
So far I'm still quite worried about your idea.
You should first give it a try with some scrap weapon models on a test server, perhaps host it or just give us a video of how it looks like on 100~ ping for us (likely not me as I don't draw) to get a feel for how it works and maybe even get motivated to help.
Gaios has written
I also agree that functionality should take priority over visuals in a game that is meant to mimic CS:GO.
Gaios has written
However, I agree that it is not acceptable to wait 100 milliseconds to swap guns or to have the image show up out of sync when equipping a gun.
Those two things are a problem that have yet to be solved in the current CS2D.
I wish you luck.