CS2D Bug Reports
1,993 replies It appears that changing the bot skill from the bot menu does not affect the internal server variable (
bot_skill), yet the menu does retain the skill level as if it was changed.
So, you must change it throught the console for it to have an impact.
I used the listen client, and not on the dedicated server (with remote control), so I don't know how it'd work there (worth checking).
I'd like to note that
bot_weapons does work properly.

So, you must change it throught the console for it to have an impact.
I used the listen client, and not on the dedicated server (with remote control), so I don't know how it'd work there (worth checking).
I'd like to note that

It's hard being the best girl in the whole entire world
@
Mami Tomoe: How did you check the value? I can't reproduce the issue.
I used this script to verify. The printed value in the console changed as soon as another option was chosen.
p.s.: There is just one single variable holding the bot skill and this value is also used for displaying the skill in the menu. So if the menu shows it correctly the value did change correctly.

Code:
1
2
3
4
2
3
4
addhook("second","test")
function test()
print(game("bot_skill"))
end
function test()
print(game("bot_skill"))
end
I used this script to verify. The printed value in the console changed as soon as another option was chosen.
p.s.: There is just one single variable holding the bot skill and this value is also used for displaying the skill in the menu. So if the menu shows it correctly the value did change correctly.
Ah, yes, my bad.
I had a wrapper for the game function that saved variables that aren't supposed to ever change (like map name), but I never added the
bot_skill command (likely because it's so forgettable).
I had a wrapper for the game function that saved variables that aren't supposed to ever change (like map name), but I never added the

It's hard being the best girl in the whole entire world

Shit your pants:
Outlast II Mod (29) | Create your UI faster: CS2D UI Framework


Whilst a map change is triggered, if a player happened to be joining to the server and is still downloading the transfer listed files, there won't be a leave trigger for the player, and it won't call any leave hook (that I'm aware of).
This also applies to some other ways that players can fail to connect to the server.
This is a known issue.
Do note that I'm listening to the
disconnect hook.
Perhaps add
disconnect_after_fail?
I'll leave the naming to you, if you do choose to approach it like that.
There should be a closed loop of hooks between a player's join attempt and their leave.
Currently it's only 98% effective, as there are still some gaps in the system, specifically when a player fails to join properly, or the server forgets about them during a map change.
Also, during a map change, a leave hook is not triggered for all players, I'm not sure if this is intentional.
Additionally, when the bomber leaves on the listen server, the bomb is dropped.
This does not happen on the dedicated server.
EDIT:
I think that failing to connect during
connect_attempt will not call any leave hook because the player never got an ID, but it's a bit odd to not have a way to detect if the player finished connecting easily.
connect_failed?
This also applies to some other ways that players can fail to connect to the server.
This is a known issue.
Do note that I'm listening to the

Perhaps add

I'll leave the naming to you, if you do choose to approach it like that.
There should be a closed loop of hooks between a player's join attempt and their leave.
Currently it's only 98% effective, as there are still some gaps in the system, specifically when a player fails to join properly, or the server forgets about them during a map change.
Also, during a map change, a leave hook is not triggered for all players, I'm not sure if this is intentional.
Additionally, when the bomber leaves on the listen server, the bomb is dropped.
This does not happen on the dedicated server.
EDIT:
I think that failing to connect during


edited 1×, last 16.12.22 03:10:41 pm
It's hard being the best girl in the whole entire world
Hello
@DC Will you make a christmas gift for cs2d players with a new game update?
Known that the ideas is closed but I needed to archive my suggestions:
Cannot add image to post
unrealsoftware.de/files_show.php?file=18163
Greetings

@DC Will you make a christmas gift for cs2d players with a new game update?
Known that the ideas is closed but I needed to archive my suggestions:
Cannot add image to post

unrealsoftware.de/files_show.php?file=18163
Greetings
@
197907: It's unlikely because there are not enough changes to justify a full update and I won't be able to do enough changes in time.
Also please do not use the file archive to upload images. This violates our rules. I removed your upload. You can use free image hosting services instead (e.g. https://imgbb.com/, https://freeimage.host/ and many more, just do a quick search).
Furthermore if you link stuff make sure to paste the whole link so the stuff is actually clickable (and/or use the url tag with full url)

Also please do not use the file archive to upload images. This violates our rules. I removed your upload. You can use free image hosting services instead (e.g. https://imgbb.com/, https://freeimage.host/ and many more, just do a quick search).
Furthermore if you link stuff make sure to paste the whole link so the stuff is actually clickable (and/or use the url tag with full url)
i am not sure about this but i don't think you can add more than 16 maps at mapcycle.cfg
Why is that?
Why is that?
Bad Life
@
DC: Uploaded images had less than 100KB. As you know images uploaded on 3rd party sites could disappear forever.
There is problem with using [img] bb code:
197907-1) [BUG] There is a bug with reload on xm1014 where we are playing as client. The last shoot start auto reload, on the client side the shooting cooldown is much longer than server side.
As server we can shoot immadietly, on client there is a fews seconds.
197907-2) [FEATURE] op_autoreload -turn on/off autoreload when we shooted last current reloaded ammo
197907-3) [FEATURE] - New checkbox option in entity env_breakable - Destroy by thrown grenade, it will be helpful for glasses
197907-4) [FEATURE] New Input range option in entity env_breakable - Decrease speed grenade after broken (required option Destroy by thrown), range for decrease speed 1-100%
197907-5) [FEATURE] Fix autoswitch option, the autoswitch should be cooldowned until we are stop shooting (keyup attack1 bind). Many new players have problem with that, especially with grenades.
197907-6) [FEATURE] Grenade throwing - new option (3),
ranged like in CS3D, longer hold attack1 then grenade will be throw away, could be stopped by click attack2 bind.
Could has a progressbar like reload to show how far will it be thrown.
The new option(3) could be mixed with option(1) - range by crosshair, attack1 bind crosshair; attack2 bind progressbar (without canceling option - needed change weapon to cancel)
197907-7) [FEATURE] New feature in editor, in map tiles options like tile blending.
Blocking or Allowing move from selected direction(multiple choice). It will help mapmakers.
197907-8) [FEATURE] New Tile properties -
a) Wall for shoots but grenades can be thrown
b) Bulletproof glass

There is problem with using [img] bb code:
Quote:
Sorry, you are not allowed to post links yet!
197907-1) [BUG] There is a bug with reload on xm1014 where we are playing as client. The last shoot start auto reload, on the client side the shooting cooldown is much longer than server side.
As server we can shoot immadietly, on client there is a fews seconds.
197907-2) [FEATURE] op_autoreload -turn on/off autoreload when we shooted last current reloaded ammo
197907-3) [FEATURE] - New checkbox option in entity env_breakable - Destroy by thrown grenade, it will be helpful for glasses
197907-4) [FEATURE] New Input range option in entity env_breakable - Decrease speed grenade after broken (required option Destroy by thrown), range for decrease speed 1-100%
197907-5) [FEATURE] Fix autoswitch option, the autoswitch should be cooldowned until we are stop shooting (keyup attack1 bind). Many new players have problem with that, especially with grenades.
197907-6) [FEATURE] Grenade throwing - new option (3),
ranged like in CS3D, longer hold attack1 then grenade will be throw away, could be stopped by click attack2 bind.
Could has a progressbar like reload to show how far will it be thrown.
The new option(3) could be mixed with option(1) - range by crosshair, attack1 bind crosshair; attack2 bind progressbar (without canceling option - needed change weapon to cancel)
197907-7) [FEATURE] New feature in editor, in map tiles options like tile blending.
Blocking or Allowing move from selected direction(multiple choice). It will help mapmakers.
197907-8) [FEATURE] New Tile properties -
a) Wall for shoots but grenades can be thrown
b) Bulletproof glass
sv_voicechat isn't listed in the console commands section of the help page and it also doesn't appear as a suggestion when you start typing sv_voicechat in console
13.04.23 09:47:21 pm
Why are my assets covered in black? How do I get the transparent background? I put new (OLDOLDOLD) skin. It's all covered in black instead of being transparent
R a G e. | doom15

@
R a G e: This is not exactly a bug report, because you're asking for help.
I recommend you create a thread describing your issue in more detail so it'll be easier to offer help.
Regardless, check the masking settings on your image.

I recommend you create a thread describing your issue in more detail so it'll be easier to offer help.
Regardless, check the masking settings on your image.
It's hard being the best girl in the whole entire world