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.Forum
CS2D v1.0.1.3
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.
The Dark Shadow: No, sorry. I'll put it on the list for upcoming updates.
komasio71: I don't think there will be more macOS releases anymore.
DC explained it why in previous version release. The menu supports utf8 characters!!
komasio71: Yes, sorry. There probably won't be Mac version again because it's way too much pain to build it without a Mac.@
MikuAuahDark: It's not in the change log and I just said that I did not take care of it (
The Dark Shadow already asked).I sometimes miss/forget things. Sorry about that.
Also which hook should I use for a closed loop of a player connection?
Which connect hook will always end with the disconnect hook?
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 04:24:25 pm
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.
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.
Mami Tomoe has writtenAlso 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?
Mami Tomoe has writtenWhich 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
connect_attempt
connect_initplayer
connect
join- game play here -
leave
disconnect (player already removed. data not available anymore!)I also documented all of this when you look at the hooks.
Most likely
join and
leave are the best options for most tasks but it depends on what you want to do.@
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.
DC has writtenI'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
post_endround that was mentioned here.And here is a list of things that were still not fixed.
voice still doesn't get called (https://www.unrealsoftware.de/forum_posts.php?post=327548&start=1880#post429925.)
mp_postspawn isn't accurate - https://www.unrealsoftware.de/forum_posts.php?post=327548&start=1880#post429996And I suppose these weren't fixed either: https://www.unrealsoftware.de/forum_posts.php?post=327548&start=1900#post430089
DC has written
Mami Tomoe has writtenAlso 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
join hook may be skipped if the player fails to connect, but the
leave hook will be called regardless.So, currently, to get a closed loop, I'm using the
connect_initplayer hook, as I suppose that the
connect_attempt does not call any of the leave hooks if it fails.Also, @
DC, there are a lot of graphical UI glitches, I hope you can look into those.
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.
leave (and also
disconnect) can only be called if the player "exists" and received an ID already. This can only happen after
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
SQ touched something there. edited 3×, last 27.11.21 08:26:37 pm
DC has written@
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.
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
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.
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 @
The Dark Shadow: experienced as well.Found issue @
DC: in TeslaCoil.bmx there is line
1
SetLineWidth(55)
Probably resetting it to 1 after the use solves the issue.
Can be patched easily.
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.
SQ: Oh ok nice so it will only happen when the new weapon is used. Indeed easy to fix. Thanks.@
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.
DC, actually, this bug happens whenever I join a server regardless of whether the gun is in use or not.
CS2D v1.0.1.3
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