Trying to sync something like bullet spread with CS2D is a waste of time in my opinion. Shots are sent unreliably and without order (like movements) which is a pretty bad foundation for such a feature. Making a good system there would require fundamental changes in the networking code which is currently out of scope. Sorry!
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CS2D General CS2D Bug ReportsTrying to sync something like bullet spread with CS2D is a waste of time in my opinion. Shots are sent unreliably and without order (like movements) which is a pretty bad foundation for such a feature. Making a good system there would require fundamental changes in the networking code which is currently out of scope. Sorry!
In the page https://www.cs2d.com/weapons.php m3 and xm1014 has the same range, but in fact m3 range is higher and xm1014 range is around 96 pixels, which is not 50 range(50*3=150pixels).
And the damage of xm1014 is 110 in total as the page above is tell us, is total 70 max by default.
For the stupid balance between these guns is high price difference, their prices must be swiped for that case but tho, there is my vision:
M3 Must be like that, without taking care of its price this gun is balanced good for its range.
XM1014 Should have 110 damage in total and equal to M3 range. Firing speed must be lowered by 1 point, but not equal to m3 and be faster still.
Currently xm1014 is total useless gun and moreover is overpriced, even its range is lookin silly and too short, m3 is op as long as xm1014 is like that. We can change fire rate and damage but no range it touchable, plus all these parameters should be set as default cuz not all know how to change specific values.
I don't think that is so fuckin' hard to literally change(fix!) few numbers, eventually.
EDIT:
Anytime when join any server, where I have the same map but on server it has changes I have choice:
1)Download map temporary
2)Download map and rewrite it
3)Do not load
^ but in the first case I'm starting to downloadin' resources and always the last message is appeared:
Even tho this server/map is not using such "Mora_Iran.png" tileset but the message says that exactly this file is missing. (no matter what map, server, anywhere Mora_Iran.png is required -.-)
edited 6×, last 09.03.24 04:55:30 pm
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Players now pick up only as many grenades from the floor as they need to get full ammo (EngiN33R).
This still doesn't work. If you drop a Flashbang, then buy 2 Flashbangs and drop them in the same spot, you'll collect one but equip two, and there will be two on the ground.
@Edit: Collecting Flashbangs is insanely broken. I wasn't able to pick up a single Flashbang in one scenario, while in another scenario I was able to pick up 3 or 4 Flashbangs. It's not difficult to reproduce—just mess around with the Flashbang amounts and pick them up on the same tile or different tiles.
edited 1×, last 26.07.24 06:41:49 pm
my usgn is logged in 114940
@edit: I looked deeper into it and realized that this only happens with my own legs, the legs of others (and footprints) work as they should. So it's a "local" error, it should be easy to fix. One more suggestion: how about reducing the footprint limit/trail in the snow to 50% of what it is currently? It doesn't need to be as much as it is now, and the more people walk on the snow at the same time, the heavier it gets. So, the more optimized, the better.
edited 2×, last 31.07.24 07:19:04 pm
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Attention: This setting completely disables external RCon. You have to join the server with valid U.S.G.N./Steam login to use RCon when you use this setting!
The reason for this is that external user USGN verification with the masterserver would add a layer of asynchronous checks and would make things too complicated and also introduce new vulnerabilities and attack vectors. So when using this setting you have to join to use rcon.
@ Mami Tomoe: The upper/lowercase map check isn't working as intended. Will address that with the next update.
@ mrc: I'll look into these. Thanks for reporting!
mrc has written
This may be due to the animation or graphics settings in the game. The player's legs (gfx/players/legs.bmp) do not turn/rotate according to the character's movement/aim, and the footprints in the snow also do not, they always point upwards at 0°.
@edit: I looked deeper into it and realized that this only happens with my own legs, the legs of others (and footprints) work as they should. So it's a "local" error, it should be easy to fix. One more suggestion: how about reducing the footprint limit/trail in the snow to 50% of what it is currently? It doesn't need to be as much as it is now, and the more people walk on the snow at the same time, the heavier it gets. So, the more optimized, the better.
@edit: I looked deeper into it and realized that this only happens with my own legs, the legs of others (and footprints) work as they should. So it's a "local" error, it should be easy to fix. One more suggestion: how about reducing the footprint limit/trail in the snow to 50% of what it is currently? It doesn't need to be as much as it is now, and the more people walk on the snow at the same time, the heavier it gets. So, the more optimized, the better.
Also xm1014 is bug still. 60 pixels range 70dmg for 3000$
Mac10/tmp range must also having at least pistol range or more. This game has outdated and badly balanced guns:
Allow us to maximally configure weapons, eventually
edited 1×, last 17.08.24 10:23:43 am
@ Mora / @ mrc: Regarding balancing: May look into this. It's intentional though that some weapons are relatively bad compared to others.
I understand that u're in S3 more, but u still update the game or engineer, having some more flexibility with weapons settings (distance, dispersion in non-recoil influence) must solve many things but im not asking about. I dont think that changing shotgun (xm) range is really hard thing to do same with mac10/tmp, it must take less time than reading this topic huh.
/sry I'm always pushing this XM because it makes me even mad you can remove this gun nobody cares. These days m4/ak47/scout/awp is most used, shotgun(m3) is also used nicely but XM no chances vs any other weapon(even knife lol).
For example, if I start a tween_move from point A to point B over 2 seconds, and I ask the game where the image is after 1 second, it will return the original position of the image, instead of its actual visible position which is by now half way to point B.
This creates issues when you want to abruptly change a position of an image that is currently being moved by a tween.
P.S.: The game has no natural way of stopping a tween, not even a way to hack it, at least not sensibly.
tween_stop when?