It's the same for all the tabbing/windowed/fullscreen issues...
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CS2D General CS2D Bug ReportsIt's the same for all the tabbing/windowed/fullscreen issues...
2. In Zombies! game mode, if a zombie infects the last survivor and the target has more kills than anyone, the survivor guy gets MVP for "the most infections" instead of for "the most kills".
3. While using the "Get out of there it's gonna blow" radio command, in chat appears "Get out of there she's gonna blow".
4. No documentation for sv_voicechat on https://www.cs2d.com/help.php?cat=all.
5. No documentation for sv_physics on https://www.cs2d.com/help.php?cat=all. Also, this commands isn't being suggested while typing it from console. Also, if sv_physics is set to 1, in Zombies! mode bots (in both teams) have incredible high movement speed. In the Standard mode, bots barely able to move (terrorists walk very slowly, counter-terrorists just got stuck).
edited 1×, last 10.02.22 04:37:07 pm
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If map background image has a high resolution, there's a chance that it will not loaded and instead of the image there will be a solid white background. However, sometimes the background image loads succesfully. Tested with bmp and png files, offline and on a server, the same weird thing happens.
edited 1×, last 30.05.22 11:51:36 pm
You can compare it if You turn on/off in map editor "In game view". I think the game should look like on second screen:
Both screens made in windowed mode 1440 x 900 in the Editor.
When You use 850x480 windowed mode everything looks like on 2-nd screen. But for my monitor which is 1920 x 1080 this window looks too small so I use 1440 x 900. Higher resolutions cause such bad game looking like on 1-st screen.
Edit:
In addition of what Kolia_rus said:
In the editor when You put Teleport and move this line to the position You need, the line has offset, but still if You place it right where You want it will work fine. (1440x900, windowed)
edited 3×, last 09.06.22 11:23:08 am
Quote
Make Copy & Paste commands work like they supposed to do. As for now, when I do Ctrl+V, it removes the whole text content and then pastes what it should. This is too annoying, I never saw this in any other software. And copying something (e.g. server IP from the servers list) sometimes just cleans the clipboard, I did not find any regularity in this so most likely it happens randomly.
I originally wrote this in the ideas thread but I'd say it's more a bug report than an idea.
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addbind('f6') -- works if key == 'f6' then -- fails, key returned by key hook is 'F6'
Why the mismatch?
Mami Tomoe has written
Not sure if this totally fits here, but there's a typo here.
At End of 2012;
EDIT:
endround's delay parameter claims to be in milliseconds, yet it's in seconds (I checked).
In addition to that, it's
At End of 2012;
DC has written
Unreal Software announces the development of Stranded III and starts a devolpment blog to show progress.
EDIT:
endround's delay parameter claims to be in milliseconds, yet it's in seconds (I checked).
In addition to that, it's
nilwhen there is no delay (I.E. using restart without parameters).
Update:
The parameter IS in milliseconds.
But, it is still set to
nilif there's no delay in some instances.
Furthermore, for the restart commands, the endround hook is only called when the round actually ends, not when the message appears on screen, which differs from when a team wins.
When a team wins:
X Team Wins - Message on screen
Endround hook called
Delay if any
End round
When a round restarts:
Round restart in X - Message on screen
Delay if any
Endround hook called
Endround
So the round ends instantly and there's no point in having the delay in many cases because the round already ended, same frame.
I do suggest changing the behaviour there, as this doesn't seem to be intended, as the hook should be called when the round is ending, and not when it has already ended.
Another update:
I'm no longer certain what the endround's hook return value is for the delay parameter and I gave up on trying to figure it out.
I suspect it may or may not be in milliseconds.
I leave this for you, @ DC to figure out.
EDIT:
object returns
falsefor the
entityparameter on buildings spawned by env_building.
edited 5×, last 29.07.22 12:15:44 pm
Also this other "bug" regarding grenades could be fixed natively so we don't need to use this script.: https://unrealsoftware.de/files_show.php?file=17778
And the "ghost grenade" bug still happens. You see the projectile going in a way and exploding in another.
Maybe with others too, but it only profit if I'm exactly at the entity position on map, but not in the entity zone:
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addhook('movetile','_muv') function _muv(id,x,y) 	if inentityzone(x,y,0) then --tt, working in 5x5 area 		msg("TT") 	elseif inentityzone(x,y,1) then --ct, same as upper 		msg("CT") 	elseif inentityzone(x,y,18) then --nobuild, only at entity position, not the zone 		msg("NOBUILD") 	end end
Using 'debug 2' I found this:
All floor types (except Snow and Water) have DrawImage around 28, which is okay, I'm just reporting this for reference.
Water have DrawImage around 60 (thats 2x more but that's still ok) + this visual glitch: https://prnt.sc/uHbOgiBhwmmn
Please take a look in the water particles if it's in the player position properly. It's not due to the resolution, because it happens in all resolutions, even in 4:3 resolutions.
Snow have DrawImage around 480 (and just 1 player walking): https://prnt.sc/q_mQ5hYDlgtc
And to "fix" this, you could just reduce the particles like for 10x less. I noticed people complaining about "lag" due to their potato pcs in maps with snow floors.
You can use case-insensitive characters during sign in like this:
Which will reflect across the UI in the game. I think this is due to using the passed string in the form rather than the username from USGN during the auth process.
This is also seen in the scoreboard on hover.
There's sv_usgnonly as well there's probably sv_steamonly but there's no option that could force one of these, eg. sv_usgn_or_steam
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addhook("join","_join") function _join(id) if player(id,"steamid") == "0" then parse("kick "..id.." You need a Steam account to play here.") end end
What's the difference of having it in game instead Lua?
2. game screen is 849x479 instead of 850x480, intended? Actualy all resolutions have -1 X and -1 Y.
edited 1×, last 19.09.22 04:36:05 am
Minimap view have -2 tile in X.
https://prnt.sc/T8ETGqtKVhPb
Example, if your map has 50x50, you'll need to put in editor 52x50 so it will look as intended on minimap, otherwise 1 tile will be hidden. That's not a big deal though.
edited 4×, last 28.09.22 11:01:00 pm