Fixed the serverlist scrolling and the text line copy already. The editor seems to still have quite a big number of issues with resolutions which have borders.
Forum
CS2D General CS2D Bug ReportsFixed the serverlist scrolling and the text line copy already. The editor seems to still have quite a big number of issues with resolutions which have borders.
If the luaL_loadfile works with no errors, perform a lua_pcall2 (with stack trace).
not the actual code (untested)
1
2
3
4
5
6
7
8
9
2
3
4
5
6
7
8
9
Function luaL_dofile2(L:Byte Ptr, File:String) 	If luaL_loadfile(L, File) <> 0 Then 		' No stack trace 		Print "Error: " + lua_tostring(L, -1) 	Else 		' Stack trace goes here 		lua_pcall2(L, 0, 0, 0) 	EndIf EndFunction
I found the problem in "Standard AI.lua", at line 392:
1
2
3
2
3
function ai_hear_radio(source,radio) 	fai_radio(source,id) end
So, the radio id parameter is being passed to fai_radio simply as id.
The correct code is:
1
2
3
2
3
function ai_hear_radio(source,radio) 	fai_radio(source,radio) end
Funny nobody noticed this so far.
Thanks, will fix that.
Edit: actually already fixed here. Maybe didn't put the latest version of that in the release. Oooops.
advanced radar doesnt get modified by HUD color modifications
radar_red 255 for example
ANd nowwww.. after 10 years, i have the perfect example to show how ***** buggy is this little command "fow details"
camera is just embarrasing the so "detailed fow" which is counter intuitive, and counter gameplay...
thats why no one on the competitive scene uses it. but on a large scale with this new camera i can show you easily.
Now something quite weird:
@ SQ:
on pre release 2:
On default menu you get the old crosshair on perfect scale, i mean its balanced(not so big, not so small).
But ingame you cant get it, even if you disable mp_recoil (which could be more intuitive as sv_recoil) it gets you to the new crosshair.
BUT on pre release 3.
You get a very fucking little old crosshair(which we all love) but it's so little that you cant play without recoil...
So: either leave it all to the new crosshair, OR MAKE the old one well scalled so we can play without recoil too.
Also knife's recoil when you move is very annoying.
And it would be good to pick a full config of recoil just like language, in game. Like mrc's one.
edited 3×, last 22.04.17 04:46:34 pm
So yes, for the most accurate representation of the fog of war you should always choose square cut.
Also that bug (dark tiles even though there is no obstacle) is caused by the increased range (which was just an experiment which will not be released in 1.0.0.3). This issue does not occur with the normal fixed camera.
Quote
it happens a lot, but on a little scale, in little moments where it's very important. specially at close corners."does not occur on normal camera"
That's why i got this perfect image that shows it's buggy mecanism.
Quote
Both fog of war versions are calculated exactly the same way. You always see the same things.
You will see how contradictory that is. You dont believe that yourself. You dont see the same things.
Quote
.you should always choose square cut
And well you said you see the same things but of course you say that we should use square cut
Then why it's not default? because the other one looks "better" but it's just counter intuitive, because as you said:
Quote
players on the dark tiles would be hidden in both cases.
Those dark tiles you can only see them on square cut.
So the bug, is caused by the system which leads to a bad (intended?)representation which is observable both in normal camera and exaggerated in the new camera.
I dont know if it's a bug since you know about it, but it's a problem for newcomers, there's little chance that they would know that they are at a disadvantage. Anyways it's the least of the problems and i dont want you to spend time on it.
I hope you take it as constructive criticism.
Anyways, in case the new camera was released you can agree that it would be very important to know that detailed fow would be useless.
Anyways, you are right:
Quote
Just the representation is different and single dark tiles are not visible in the smoothed fog of war representation.
My point was to inform people that they are always at disadvantage if they use detailed fow.
edited 2×, last 22.04.17 05:06:31 pm
Why is smoothed FoW default? Because it looks better. CS2D's default settings are not optimized for hardcore pro gamers because these are a minority and they know how to adjust the game properly. They are optimized for casual gamers.
The smoothed FoW is definitely a compromise between look and precision. If you want max precision square cut is the only legit option because the underlying FoW calculation/precision is tile based.
When some1 using shield and you stay behind with any kind of weapon(except projectiles) and attack him - the hit won't be applied to him. but in front it would..
Basically you have an advantage over opponents. Shouldn't be able to see them ofc
I tested it on 1280x960. Ofc it's not proper for my screen.
PS. Also, idk if its just for me, if i choose a proper for my screen resolution, the whole in-game screen is turned 1cm into the left, so i cant rly see whats happening there and its just black on the right side.
LUA ERROR: sys/lua/cs2dtibia/server.lua:21 ´for´ limit must be a number
AtomKuh has written
My cs2d server on my vps just closed itself two times after some minutes. Do you have the same problem as well?
There is one crash problem, something game process related with multiplayer in standard mode I guess. I'm trying to catch it and fix.
Edit: looks like replays feature actually made this issue, I have no idea how it managed to do that meanwhile being disabled.
@ BcY: Mark own player looks like working correctly, can you provide a screenshot?
+Objects
+Npcs (Maybe because of resolution, but i think npcs should attack on sight)
https://youtu.be/V295shx0MLA
Chat message hotkey: Must default to Y, not Z on QWERTY keyboards
Console hotkey: Must default to ~, not "conkey" on QWERTY keyboards
---
Client to Server connection bug with USGN accounts, 1.0.0.2 and 1.0.0.3: https://youtu.be/RBPv-jRHj10
Start a server
Start client with USGN from commandline with -j localhost parameter to join the server
Client without USGN connects instantly, no bug here
The client will not connect to server or receive a timeout although the server didn't accept the join request because USGN was not verified
Problem with -j localhost
If the verification didn't work at server-side, the client must receive a CONNREFUSED message/timeout
Edit:
If the server address is written as "127.0.0.1" then the user will not pass verification
However if you join via LAN or specify the IP as your local LAN IP (192.168.0.2 in my case) - the verification will work normally.
@All the other issues: Thank you very much guys for reporting the stuff. I will release a silent hotfix (without version increase) to address some of the worst issues. Will let you know about it here.