English CS2D v1.0.1.3

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26.11.21 07:16:15 pm
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DC
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CS2D 1.0.1.3 is now online on Steam and as standalone version! There is a new fancy gun: The tesla coil (thanks to user SQ). The only way to get that gun is via custom maps or console commands / scripts. Moreover there are some fixes and Lua API improvements.

Changelog >
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26.11.21 08:48:58 pm
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Alpha Beta
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Interesting new weapon, but it should have its own death notice image.
26.11.21 09:26:50 pm
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DC
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@user The Dark Shadow: No, sorry. I'll put it on the list for upcoming updates.
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26.11.21 11:28:28 pm
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komasio
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also no old macs version in cs2d web
hi
27.11.21 02:10:27 am
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MikuAuahDark
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@user komasio: I don't think there will be more macOS releases anymore. user DC explained it why in previous version release.
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27.11.21 02:14:51 am
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ATRI
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Good!
The menu supports utf8 characters!!
-My Dear Moments-
27.11.21 06:20:40 am
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MikuAuahDark
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Oh looks like CS2D still eats CPU time when it loss focus. Are the relevant functions discussed in thread cs2d When minimizing, everything slows down removed already?
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27.11.21 09:18:06 am
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DC
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@user komasio: Yes, sorry. There probably won't be Mac version again because it's way too much pain to build it without a Mac.

@user MikuAuahDark: It's not in the change log and I just said that I did not take care of it (user The Dark Shadow already asked).

I sometimes miss/forget things. Sorry about that.
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27.11.21 04:56:17 pm
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Mami Tomoe
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Did you fix the bug where players could die whilst the round was still intialising and that caused the round order to glitch?

Also which hook should I use for a closed loop of a player connection?
Which connect hook will always end with the disconnect hook?
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27.11.21 05:04:18 pm
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The Dark Shadow
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Experiencing new visual bugs while using steam CS2D and DirectX. Some of them happen only if advanced shadow is enabled higher than simple and lighting enabled. Filtered Crosshair is not working properly sometimes. Having issues when minimizing/maximizing while playing CS2D in DirectX mode.

EDIT: Please make DirectX the default option instead of OpenGL, OpenGL is way so laggy that is very unplayable. or at least fix the issues with them.
edited 3×, last 27.11.21 05:24:25 pm
27.11.21 05:40:53 pm
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SQ
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@user The Dark Shadow: Would be great if you could describe the visual bugs or screenshot them if possible.

OpenGL seems to work fine, DirectX is less consistent graphics device on BlitzMax.
Did not have any lags on OpenGL or DirectX, so that could be driver related issue? There were no changes that could have affected performance.
27.11.21 07:06:07 pm
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DC
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@user Mami Tomoe: I only did what's in the changelog. So if you can't find it there then it's most likely not fixed. I'm not sure what exactly you're talking about about. It probably either wasn't worth fixing or the issue was too complicated to be fixed.

user Mami Tomoe has written:
Also which hook should I use for a closed loop of a player connection?

I'm sorry but I have no idea what you mean. Can you please clarify?

user Mami Tomoe has written:
Which connect hook will always end with the disconnect hook?

Not sure if I get that question right. For net players, hooks should be invoked in that order
cs2d lua hook connect_attempt
cs2d lua hook connect_initplayer
cs2d lua hook connect
cs2d lua hook join
- game play here -
cs2d lua hook leave
cs2d lua hook disconnect (player already removed. data not available anymore!)
I also documented all of this when you look at the hooks.
Most likely cs2d lua hook join and cs2d lua hook leave are the best options for most tasks but it depends on what you want to do.

@user The Dark Shadow: There were zero (intentional) changes to graphics/rendering in that update. So I also assume that this might be caused by an updated GPU driver on your side and not by the CS2D update. Of course I might be wrong here and something was changed to the worse by accident.
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27.11.21 07:34:57 pm
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Mami Tomoe
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user DC has written:
I'm not sure what exactly you're talking about about.

I mean that if a player dies whilst the round is still initialising (between endround and startround), the round hooks will mess up.
This and more issues were explained here.

You also forgot to add cs2d lua hook post_endround that was mentioned here.

And here is a list of things that were still not fixed.
cs2d lua hook voice still doesn't get called (https://www.unrealsoftware.de/forum_posts.php?post=327548&start=1880#post429925.)
cs2d cmd mp_postspawn isn't accurate - https://www.unrealsoftware.de/forum_posts.php?post=327548&start=1880#post429996
And I suppose these weren't fixed either: https://www.unrealsoftware.de/forum_posts.php?post=327548&start=1900#post430089

user DC has written:
user Mami Tomoe has written:
Also which hook should I use for a closed loop of a player connection?

I'm sorry but I have no idea what you mean. Can you please clarify?

Which connection hook will always call the leave hooks?
The cs2d lua hook join hook may be skipped if the player fails to connect, but the cs2d lua hook leave hook will be called regardless.
So, currently, to get a closed loop, I'm using the cs2d lua hook connect_initplayer hook, as I suppose that the cs2d lua hook connect_attempt does not call any of the leave hooks if it fails.

Also, @user DC, there are a lot of graphical UI glitches, I hope you can look into those.
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27.11.21 09:14:28 pm
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DC
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@user Mami Tomoe: I did not forget post_endround. I decided not to implement it because of possible problems and complications and because I just didn't want to invest more time for this update. Please understand that it is impossible for me to fix all reported bugs or to implement all requested features. I don't have enough time (or motivation) to take care of everything.

Ah, I see. cs2d lua hook leave (and also cs2d lua hook disconnect) can only be called if the player "exists" and received an ID already. This can only happen after cs2d lua hook connect_initplayer is called.

Which UI glitches? Are they new in CS2D 1.0.1.3? I don't think I changed anything UI-related. Not sure if user SQ touched something there.
edited 3×, last 27.11.21 09:26:37 pm
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27.11.21 09:52:20 pm
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Mami Tomoe
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user DC has written:
@user Mami Tomoe: I did not forget post_endround. I decided not to implement it because of possible problems and complications and because I just didn't want to invest more time for this update. Please understand that it is impossible for me to fix all reported bugs or to implement all requested features. I don't have enough time (or motivation) to take care of everything.

I completely understand.
I just wanted to bring those up so you can at least write them down somewhere for whenever you wake up in a bug hunting mood or something
But, I needed one of the following to solve the rounds bug.
Either the bug gets solved, or the hook gets added so I can artificially fix the bug.
As it currently stands, the bug cannot be fixed unless I use timers with the new cs2d lua hook endround hook's delay parameter.
And I don't really know if that's a good idea.

These are the glitches using a STEAM client on a 64 bit Windows 10 computer.
Clicky~

Also, on higher resolutions, opening the console won't always have the scroll bar at the bottom, which is tedious because I have to scroll down every time.
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27.11.21 10:41:36 pm
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SQ
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@user Mami Tomoe: I think that is something related to SetLineWidth function.
Probably used somewhere, but UI does not reset it before use.
Line width is used in tesla coil.
This might be what @user The Dark Shadow: experienced as well.

Found issue @user DC:

in TeslaCoil.bmx there is line
Code:
1
SetLineWidth(55)


Probably resetting it to 1 after the use solves the issue.

Can be patched easily.
27.11.21 10:56:30 pm
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Mami Tomoe
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Also, when is the ban screen going to allow for a more detailed reason?

I know this isn't the place, but the kick screen is a lot more detailed than the ban screen and this just doesn't make any sense.
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27.11.21 11:02:53 pm
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DC
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@user SQ: Oh ok nice so it will only happen when the new weapon is used. Indeed easy to fix. Thanks.

@user Mami Tomoe: No plans for the ban screen. May happen some time when I feel like it. It's more likely though that it will never be improved.
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27.11.21 11:05:37 pm
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Mami Tomoe
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@user DC, actually, this bug happens whenever I join a server regardless of whether the gun is in use or not.
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