CS2D Bug Reports
1,990 replies @
belbonassa: Did you re-enter the new password through options too?

@
belbonassa: In case what
Rainoth said isn't the issue: This is covered by the FAQ: http://www.cs2d.com/faq.php?show=net_login#net_login


You can build landmines not only below but to adjacent tiles aswell with some packet editing. They act like any other building but you got to have them in your inventory.
Software has no limits.
1) There's inconsistencies with
player tilex/tiley: either when player is the dedicated host OR sometimes after switching teams/dying (needs testing) the tile-values are not reset to -1000 but instead are left at what the old position was.
PS: This must be mentioned in the documentation too that tilex/y may return -1000 as a value, as well as pixel position may return the old position before death.
2) Player USGN is verified even if the setting is off on the server:

PS: This must be mentioned in the documentation too that tilex/y may return -1000 as a value, as well as pixel position may return the old position before death.
2) Player USGN is verified even if the setting is off on the server:
Code:
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[00:21:07] recv join attempt... (192.168.0.2:59390)
[00:21:07] VADemon clientdata: WIN {28cefe3ac30ab30ab5268978955263db3271680}
[00:21:07] U.S.G.N.: VADemon (192.168.0.2) joining with U.S.G.N. ID #7844 - verifying...
[00:21:10] U.S.G.N.: Can't validate player 'VADemon' (timeout)
[00:21:07] VADemon clientdata: WIN {28cefe3ac30ab30ab5268978955263db3271680}
[00:21:07] U.S.G.N.: VADemon (192.168.0.2) joining with U.S.G.N. ID #7844 - verifying...
[00:21:10] U.S.G.N.: Can't validate player 'VADemon' (timeout)

Sometimes.... i click "cancel" and click on server again and login for no reason and that it works... maybe check ur internet.. this may work..

【=◈︿◈=】
http://www.unrealsoftware.de/forum_posts.php?post=390972#jn
I've waited long enough and will write it down here again:
Make Starkkz great again. Or revert the change for autorun scripts. Or whatever.
Bug: Syntax errors are not shown for autorun scripts.
An innocent user has suffered once again: http://unrealsoftware.de/forum_posts.php?post=406967&start=0#post406980
I've waited long enough and will write it down here again:
Quote:
ADDED Stacktrace for (some) Lua errors (thanks to Starkkz)
Make Starkkz great again. Or revert the change for autorun scripts. Or whatever.
Bug: Syntax errors are not shown for autorun scripts.
An innocent user has suffered once again: http://unrealsoftware.de/forum_posts.php?post=406967&start=0#post406980
Please do something with hook
join :x
This hook should be triggered when a player is fully connected with the server, not when downloading files etc.

This hook should be triggered when a player is fully connected with the server, not when downloading files etc.
@
Hajt: It's good the way it is. If you want to know when someone fully connected with the server you can use other hooks to check for that.

@
Rainoth: Still really worth to do it;
Yates has written:


Add an additional parameter to the join hook which tells us if the join is triggered on connection or a completed join (game initialized, player sees everything).
Shit your pants:
Outlast II Mod (29) | Create your UI faster: CS2D UI Framework


@
kerker: Looks like a temporary network problem. Just restart the game and it should work.

The
rcon hook is not triggered when using RCon commands via new game. Am I using the wrong hook or is just wrong functionality?
If this is intentional and there is no other way to detect custom commands via new game, why not and pls fix

If this is intentional and there is no other way to detect custom commands via new game, why not and pls fix
I knew about it but I wonder how to display the real nickname without replace this char, is it even possible? | ≠ l
@
Yates: Can you please describe what exactly you mean with
Because I have no idea what you're talking about.

Quote:
?using RCon commands via new game
Because I have no idea what you're talking about.