CS2D Bug Reports
2,019 replies @
HPB: It's not a bug, just low lighting setting is now even lower.

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HPB:
SQ made many changes on cs2d lightning.(some optimization too).That's why it happens on low settings.


Inactive dude
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VADemon: Yes, exactly the same problem as with mass HUDTXT. This is a problem caused by CS2Ds very basic networking layer which does not do proper packet splitting at all
The problem can be forced in a ton of different ways.
I will add a fix to settile so it works for more tiles but be aware that setting so many tiles is still very expensive and causes a lot of traffic. So you shouldn't do it often.


The problem can be forced in a ton of different ways.
I will add a fix to settile so it works for more tiles but be aware that setting so many tiles is still very expensive and causes a lot of traffic. So you shouldn't do it often.
edited 2×, last 18.07.17 08:46:32 pm
I don't know if this is a bug or not.
Whenever I change my server's difficulty let's say 1000 damage each hit for example, the poisonous gas from the gas grenade and the leftovers of the Molotov won't damage me like the server damage factor shows.
Basically 1000 damage ≠ 1000 poisonous gas
Whenever I change my server's difficulty let's say 1000 damage each hit for example, the poisonous gas from the gas grenade and the leftovers of the Molotov won't damage me like the server damage factor shows.
Basically 1000 damage ≠ 1000 poisonous gas
ignore my previous names
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DanelSonic123: You should check out 1.0.0.4, it should be fixed there.

returning 1 in build hook when placing a mine breaks the player's inventory
how to reproduce:
The mine remains in the player's inventory but CS2D doesn't recognize that it's there
Log spams this:
So if you have a script that prevents building in certain circumstances, the player gets stuck with mines they can't place anywhere.
how to reproduce:
Code:
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can_place = false
addhook("build","_build")
function _build(id,btype,x,y,mode,objid)
if btype == 20 then
if can_place then return 0 end
can_place = true
return 1
end
end
addhook("spawn","_spawn")
function _spawn(id)
timer(1000,"parse","equip "..id.." mine")
end
addhook("build","_build")
function _build(id,btype,x,y,mode,objid)
if btype == 20 then
if can_place then return 0 end
can_place = true
return 1
end
end
addhook("spawn","_spawn")
function _spawn(id)
timer(1000,"parse","equip "..id.." mine")
end
The mine remains in the player's inventory but CS2D doesn't recognize that it's there
Log spams this:
Code:
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Error: player Player (#1) tries to select weapon which he does not own (wpn id 77)
ERROR: Player tries to setup a mine without having one!
ERROR: Player tries to setup a mine without having one!
So if you have a script that prevents building in certain circumstances, the player gets stuck with mines they can't place anywhere.
I don't know if this is a bug of the game itself or the bug of my own script.
Reqcld 4 works on server, but does not work on clients:
It displays the message for me while I host, but the client does not check the sums nor does it displays the message(the files are exactly the same, copied.)
Edit: It seems to be the bug of the game, when I change the hook to team, the script functions normally.
Reqcld 4 works on server, but does not work on clients:
Code:
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checkfile = "gfx/abc.txt"
addhook("join", "_join")
addhook("clientdata", "_clientdata")
function _join(p)
reqcld(p, 4, checkfile)
end
function _clientdata(p, m, d1, d2)
if m == 4 then
if checksumfile(checkfile) == d2 then
authplayer(p)
end
end
end
function authplayer(p)
msg("HORRAY!"..player(p, "name").." is ADMIN!")
end
addhook("join", "_join")
addhook("clientdata", "_clientdata")
function _join(p)
reqcld(p, 4, checkfile)
end
function _clientdata(p, m, d1, d2)
if m == 4 then
if checksumfile(checkfile) == d2 then
authplayer(p)
end
end
end
function authplayer(p)
msg("HORRAY!"..player(p, "name").." is ADMIN!")
end
It displays the message for me while I host, but the client does not check the sums nor does it displays the message(the files are exactly the same, copied.)
Edit: It seems to be the bug of the game, when I change the hook to team, the script functions normally.
A fairly noticeable bug, when using a flashlight, the light does not pass through the walls, but spreads over all walls.

edited 1×, last 02.08.17 10:26:57 am
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Amaguya: I think that's fixed. What's your day shadows option?

In addition, I would like to know why in earlier versions it was possible to use the Cyrillic in func_message, but now this is absolutely impossible.
Please fix Tile Blender because it doesn't work properly for coloured tiles. Please add it to 1.0.0.4 because it's bugged to far already.

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DanelSonic123: Filter?

The filter he has is, Yes and same Version
In version 0.2.2.2 the command "freeimage"{in my case for remove hats} works fine and since in 1.0.0.3 the command (see code below) no longer works.
PS : I show you the error, because the command to add a hat works very well.
PS : I show you the error, because the command to add a hat works very well.
Code:
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addhook("say","say_hat")
function say_hat(id,txt)
if (txt=="!nohat") then
freeimage(id)
end
end
function say_hat(id,txt)
if (txt=="!nohat") then
freeimage(id)
end
end
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LoaderFRA: That's not a bug. You're calling freeimage with the player ID. What you need to pass in is the actual image ID which you have to save somewhere.
This can work if the IDs are equal but in most cases that won't be the case.

This can work if the IDs are equal but in most cases that won't be the case.