CS2D v1.0.0.6
43 replies Regarding the remove of the chat, yeah it was pretty much pointless in the past, but I could see some use for it in the future, especially when matchmaking will be introduced (eventhough that I'm pretty sure that the playerbase is too small for it). If you have matchmaking, there are queue times. So you have to do something else while you are waiting, which will be most likely watching an youtube video, reading mails, browsing or using a chat. But for the chat to be used, he needs to be visible, like "in-your-face"-style, which means he has to be pretty much visible as long as you don't minimize it. Pretty much the way all the shitty to average F2P shooters do it.

www.cs2d.me has launched - Join Now
*CLOSED*

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Danilwra: mousex and mousey works only for living players.
Why do you need free bind?

Why do you need free bind?
Shit your pants:
Outlast II Mod (29) | Create your UI faster: CS2D UI Framework


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Masea: Return for what? I don't want to cancel original binds, that might lead to many issues.

You'd have to run all client side actions through the server before letting the user do something.
Very very bad idea.
Very very bad idea.
UTF-8 does not fully display the Chinese text, and it's very troublesome
msg('UTF-8:\x6B22\x8FCE\x6765\x5230\x4E2D\x6587\x7AD9')
--欢迎来到CS2D中文站
msg('UTF-8:\x4F60\x597D\xFF0C\x6211\x662F'..'Toby')
--你好,我是Toby
msg('UTF-8:\x6B22\x8FCE\x6765\x5230\x4E2D\x6587\x7AD9')
--欢迎来到CS2D中文站
msg('UTF-8:\x4F60\x597D\xFF0C\x6211\x662F'..'Toby')
--你好,我是Toby

CS2D Chinese Station(CS2DCN) Founder。Chinese language translation submitter!As you see,We are the second largest player group of CS2D! | Our Discord
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TobyInChina: You've used wrong format.
Use this:
http://unrealsoftware.de/files_show.php?file=17595

Use this:
http://unrealsoftware.de/files_show.php?file=17595
edited 4×, last 05.12.17 09:18:18 pm
At least the Steam auto-update this time doesn't inflict "collateral damage" on the files that didn't need updating. About time really.


I don't understand why UTF-8 support has been implemented the way it is in cs2d. UTF-8 is reverse compatible with ASCII. The only change should be CS2D parsing UTF-8. Scripts shouldn't need to specify UTF-8, certainly not as atrocious hex strings.
This should work as expected in CS2D 1.0.0.6.
The current version of Lua (5.3) provides the utf8 module. It provides functions for manipulating UTF-8 strings in Lua. Are there any plans for cs2d to use this version? There shouldn't be many compatibility problems with upgrading. Only one that I can think of is unpack now being table.unpack.
msg("欢迎来到CS2D")
This should work as expected in CS2D 1.0.0.6.
The current version of Lua (5.3) provides the utf8 module. It provides functions for manipulating UTF-8 strings in Lua. Are there any plans for cs2d to use this version? There shouldn't be many compatibility problems with upgrading. Only one that I can think of is unpack now being table.unpack.
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Vehk: CS2D/Blitzmax doesn't have support for Lua 5.3 (It's using 5.14)
I've implemented that new UTF support feature so someone could write a Lua wrapper like this:
http://unrealsoftware.de/files_show.php?file=17595
It's not like that file submission fixes the flaw, it was intentional from the beginning.

I've implemented that new UTF support feature so someone could write a Lua wrapper like this:
http://unrealsoftware.de/files_show.php?file=17595
It's not like that file submission fixes the flaw, it was intentional from the beginning.
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Vehk: I just said that there was no other way.
BlitzMax does not support Lua 5.3 and yet it doesn't support even 5.2 as we have spent some time, but it lead to crashes and instability.
Using that upload lib I don't really see any shortcomings.
It could be included by default in CS2D.

BlitzMax does not support Lua 5.3 and yet it doesn't support even 5.2 as we have spent some time, but it lead to crashes and instability.
Using that upload lib I don't really see any shortcomings.
It could be included by default in CS2D.
That's not what I meant. I was asking why UTF-8 is implemented in a way that requires writing strings like
This doesn't require the Lua 5.3 utf8 module or any support from Lua (although it could be helpful in some cases).
The only thing needed is for CS2D to treat strings as UTF-8 and parse them. If BlitzMax doesn't have built-in UTF-8 functions they could be written, UTF-8 is simple to implement. RFC 3629
The only problem with doing that way is that scripts already saved with ASCII encoding would have invalid UTF-8 sequences for any non-ASCII characters. The biggest issue with this would be the color code symbol, ©. It would be invalid in currently existing scripts.
That problem can be solved by treating invalid UTF-8 sequences as bytes.
Assume this is part of a string that's passed to msg, print, etc.
as UTF-8 would be
Some UTF-8 decoders would treat the ASCII version as invalid, possibly raising an error or returning an error code. A decoder that simply returns the byte would work for CS2D.
"UTF-8:xE6xACxA2xE8xBFx8ExE6x9DxA5xE5x88xB0x43x53x32x44"
instead of simply "欢迎来到CS2D"
.This doesn't require the Lua 5.3 utf8 module or any support from Lua (although it could be helpful in some cases).
The only thing needed is for CS2D to treat strings as UTF-8 and parse them. If BlitzMax doesn't have built-in UTF-8 functions they could be written, UTF-8 is simple to implement. RFC 3629
The only problem with doing that way is that scripts already saved with ASCII encoding would have invalid UTF-8 sequences for any non-ASCII characters. The biggest issue with this would be the color code symbol, ©. It would be invalid in currently existing scripts.
That problem can be solved by treating invalid UTF-8 sequences as bytes.
Assume this is part of a string that's passed to msg, print, etc.
©2
as ASCII would be A9 32
as UTF-8 would be
C2 A9 32
Some UTF-8 decoders would treat the ASCII version as invalid, possibly raising an error or returning an error code. A decoder that simply returns the byte would work for CS2D.
edited 1×, last 09.12.17 01:16:29 am
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Vehk:
1. Even if this would be possible it would corrupt already existing scripts in ASCII.
2. I told you we already tried that.
Lua fails to pass UTF-8 into C interface. It takes 16-UTF string into lua interface.. but somewhere inside it eats it up and BlitzMax ends up in corrupted symbols.
3. With engineers script all you need to do is
Nothing additional.

1. Even if this would be possible it would corrupt already existing scripts in ASCII.
2. I told you we already tried that.
Lua fails to pass UTF-8 into C interface. It takes 16-UTF string into lua interface.. but somewhere inside it eats it up and BlitzMax ends up in corrupted symbols.
3. With engineers script all you need to do is
Code:
1
print("欢迎来到CS2D")
Nothing additional.
edited 1×, last 09.12.17 03:46:56 am
This is the first version that works on my linux machine without any hacks. The new http call seems really promising if you need to access external resources without the hassle of 3rd party libraries. I think the biggest game changer here is the ability to bind keys from the server.
Also the sudden increase in player numbers motivates me to write scripts here again.
Also the sudden increase in player numbers motivates me to write scripts here again.

Software has no limits.

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Mora: Please use the bug or idea thread (depending on what you're posting) to post these things. The news thread is not the right place. Thank you!
Edit:
Hotfixed the RCon issue in the windows client (Steam only, no visible patch version or anything).


Edit:
Hotfixed the RCon issue in the windows client (Steam only, no visible patch version or anything).
@
