English Counter-Strike 2D 1.0.0.2

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10.05.16 07:19:14 pm
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Starkkz
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@user Hajt: IIRC, mods are server-side. What's the point on removing this feature?
lol
10.05.16 07:21:59 pm
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slimK
User
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@user Starkkz: So is "pointless" to use the mods if the server-side can't support right?
"Nothing to fear, nothing to doubt" - Blank Banshee
10.05.16 08:07:37 pm
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Starkkz
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@user slimK: What are you talking about? You just stated the opposite of what I just said, the server IS the ONE that supports the mods feature.

Edit: Are you talking about the part of the mods being able to overwrite sounds/skins and that stuff? I thought that the server sent that content to the client and afterwards the client loads it.
lol
10.05.16 10:18:30 pm
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DC
Admin
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It's indeed an issue that you can't figure out anymore which file was actually loaded due to the mod system.

We didn't consider this when adding the mod support but we'll find a way to solve it. Maybe by extending cs2d lua cmd reqcld with constants for all original CS2D files so you don't even need to know the used path anymore.
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10.05.16 10:21:57 pm
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slimK
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@user Starkkz: I was trying to ask if a mod who got downloaded on us.de for example can be used on a server even the owner didn't add the permission to use?
"Nothing to fear, nothing to doubt" - Blank Banshee
10.05.16 10:31:29 pm
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Starkkz
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@user slimK: I only see two possible cases of what you're talking about.

* "I went to the forum and I downloaded a mod for CS2D, I installed it on my client. I joined a public server and I can see the mod working and it's content."

* "I went to the forum and I downloaded a mod for CS2D, I installed it on my server. The clients joined to my server and they were able to see the mod working and it's content."

But I'm not really sure of which are you referring to, I've been doing few tests with the mods feature and the only thing I tested was the Lua feature. Considering the fact that Lua scripts only run server-side I got that the mods are only server-sided, and that the content of the mod is sent to the client at the time that the client joins.

@Any developer: could you correct me if I'm wrong?
lol
10.05.16 10:36:36 pm
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Yates
Reviewer
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@user Starkkz: The idea behind the mod system was to make it easier for people to replace gfx, sfx and sys. Sometimes you may get bored with the default player skins and want to use a full TF2 player skin pack without having to replace the content already there - so you use the mod system. Same goes with maps and all that kind of thing. This also means no more seperate clients for a whole new look or feel to the game.

Stuff like that, really.
10.05.16 10:56:43 pm
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DC
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What user Yates wrote is how I designed the mod feature initially. A purely client-sided replacement of GFX/SFX. Server not involved at all. user EngiN33R extended it with the server-sided things and that mod cache stuff. Would be nice if he could comment on it because I'm actually not too familiar with the details and I don't want to tell anything wrong here
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12.05.16 01:36:29 pm
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EngiN33R
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Minor but important Launcher hotfix (sorry lol)
FIXED Enabling and disabling a mod multiple times no longer leads to loading the mod several times

@user Hajt: That is a valid concern, and it actually pertains to the original design specification of the modding system by user DC. Sadly, just like with the old way of modding (pre-1.0.0.2), there is currently no way to determine whether a person is using modified files. CS2D itself does have some internal safeguards against especially offending files (super large images e.g.), but these safeguards are extended onto the mod files thanks to the way user DC integrated modding with native resource loading. I regret not having thought of this sooner and I will mark this as a high priority task for the next release, because I don't think another hotfix is a good idea at this point

As for what I think about going back - I think the modding system as featured in 1.0.0.2 is a step forward, and with the changes outlined above will become a simpler and more functional replacement for the old way.
I code, therefore I exist.
12.05.16 01:56:17 pm
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Marcell
Super User
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Why lighting purple for me? My graphics card is nVIDIA Vanta LT 16MB
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12.05.16 07:40:49 pm
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Salem97
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@user DC: THE BEST UPDATE ADDED Main menu music (sfx/menu.ogg)
12.05.16 07:56:28 pm
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DatRat
User
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Can I even change menu music? >.>
Never give up! In end of this hell you will be given a donut! And bagel! And you will choose! AND DIE.
12.05.16 08:36:55 pm
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Marcell
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Of course you can
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12.05.16 09:05:06 pm
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-Cyui
User
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@user Marcell, Hey!, my lightning purple too! please.. how to fix it?
12.05.16 09:27:30 pm
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Marcell
Super User
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Show pic or video first So we can check what exactly you
saying.

Also dont forget to:
• Make sure you use the latest GPU (graphics card) drivers.
• Set lighting to low to see, you got same result with this settings too.
• Install latest DirectX on your PC.
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12.05.16 09:36:37 pm
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DatRat
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@user Marcell: Well, I tried to. But when I replace my own music with menu's and launch my cs2d - Menu music doesnt play. What do I need to do that?
Never give up! In end of this hell you will be given a donut! And bagel! And you will choose! AND DIE.
12.05.16 09:41:00 pm
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SmD
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user DatRat has written:
@user Marcell: Well, I tried to. But when I replace my own music with menu's and launch my cs2d - Menu music doesnt play. What do I need to do that?


The file format needs to be .ogg
12.05.16 09:52:47 pm
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Marcell
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user DatRat has written:
@user Marcell: Well, I tried to. But when I replace my own music with menu's and launch my cs2d - Menu music doesnt play. What do I need to do that?


Use this to convert your format to ogg.

http://audio.online-convert.com/convert-to-ogg
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13.05.16 04:25:52 am
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Untitled
User
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When I'm dead or spectating and I click on options my screen just flickers and my mouse gets stuck unless the round restarts, anyone?
13.05.16 11:10:36 am
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1uP
User
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@user Untitled: I have jsut this issue, and if i inter fast in the server and just click in options the same happens again, and i have to wait
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