CS2D Bug Reports
1,993 replies Maps that you do not have appear as darker gray in the server list, but this is case sensitive.
That means, if you have "map_name", but the server hosts "map_Name", it will appear as though you don't have the map.
The problem comes when you join the server, and have to re-download the map.
This differs in Linux, because it would let the two examples exist in the same folder.
TL;DR: Very messy.
Edit:
It appears I either found a bug or misleading documentation...
menu claims that one of the return values for a menu is
So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
That means, if you have "map_name", but the server hosts "map_Name", it will appear as though you don't have the map.
The problem comes when you join the server, and have to re-download the map.
This differs in Linux, because it would let the two examples exist in the same folder.
TL;DR: Very messy.
Edit:
It appears I either found a bug or misleading documentation...

X
when "closing" but I always get 0
regardless of whether I close it with cancel, the X button or even ALT+F4.So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
0
. edited 1×, last 08.02.21 10:00:07 am
It's hard being the best girl in the whole entire world

Edit:
It appears I either found a bug or misleading documentation...
menu claims that one of the return values for a menu is
So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
It appears I either found a bug or misleading documentation...

X
when "closing" but I always get 0
regardless of whether I close it with cancel, the X button or even ALT+F4.So does someone mind explaining how to get that X? I don't know if to create a catch statement for it, or to just leave it at catching
0
. Shit your pants:
Outlast II Mod (29) | Create your UI faster: CS2D UI Framework


DC should make a fresh new version for CS2D asap because it is now full of hacker's but I wanted to ask why people can hack CS2D even while they are on steam.
in other games if you are on steam you can not hack a game or you get your account banned or something
YO DC YOU NEED TO WAKE UP AND WORK FOR YOUR GAME BEFORE IT DIES SERIOUSLY
in other games if you are on steam you can not hack a game or you get your account banned or something
YO DC YOU NEED TO WAKE UP AND WORK FOR YOUR GAME BEFORE IT DIES SERIOUSLY
El Grande Qaida A.K.A the mighty kira
@
PHENOM: This is off-topic. Hacks are not a bug. Every game can be hacked. Steam doesn't change that. Even if I would redo CS2D completely people would be able to hack it.
CS2D also supports banning. Server owners would have to do that.
I don't have to do anything. CS2D is a free game (which is also pretty old by now). Either enjoy it as it is or don't. That's up to you.

CS2D also supports banning. Server owners would have to do that.
Quote:
YO DC YOU NEED TO WAKE UP AND WORK FOR YOUR GAME BEFORE IT DIES SERIOUSLY
I don't have to do anything. CS2D is a free game (which is also pretty old by now). Either enjoy it as it is or don't. That's up to you.
The launcher that comes with CS2D which is used to create custom launch CMD/BATCH files creates the title
EDIT:
The V.I.P (team 3) will have a black (
I would recommend setting team 3's colour to the same as team 2.
This is for game balance purposes too.
EDIT:
exit and
disconnect both break the cs2d_dedicated (on both Linux and Windows) when casted.
The window will NOT close, but the server will.
There should never be a case when the server is both not online and running at the same time.
EDIT:
When using
banlist the server will list STEAM bans as U.S.G.N. bans.
This is possibly a label issue.
(I'm unsure about this one though)
EDIT:
There's a bug with the MVP calculation and rewarding:
https://youtu.be/HEa50loXJe0
The MVP would be declared for defusing the bomb regardless of whether they did or not, it will be based on their frags for the round.
Edit:
It appears that the
projectile has 5 paramters, but the documentation only lists four of them.
Furthermore in my testing, the fifth variable is always
@
DC or @
Simonas, what is that variable for?
Run CS2D 2D (custom launch)
for the output file, which is of course, not right.EDIT:
The V.I.P (team 3) will have a black (
{ 0, 0, 0 }
in RGB) name colour when using the voice chat, this is probably because nobody added a colour for team 3.I would recommend setting team 3's colour to the same as team 2.
This is for game balance purposes too.
EDIT:


The window will NOT close, but the server will.
There should never be a case when the server is both not online and running at the same time.
EDIT:
When using

This is possibly a label issue.
(I'm unsure about this one though)
EDIT:
There's a bug with the MVP calculation and rewarding:
https://youtu.be/HEa50loXJe0
The MVP would be declared for defusing the bomb regardless of whether they did or not, it will be based on their frags for the round.
Edit:
It appears that the

Furthermore in my testing, the fifth variable is always
1
unless the Grenade Launcher is used, though I didn't do a complete testing of this.@


edited 10×, last 22.03.21 09:54:41 am
It's hard being the best girl in the whole entire world
documentation fixed. the last one is the ID of the projectile. Since IDs are recycled it's very possible that you see 1 most of the time because there's just one projectile per player at a time.
Also the ID is only unique per player. Player X can have a projectile with ID 1 but player Y can have a projectile with ID 1 at the same time. See red attention text in
projectile
Also the ID is only unique per player. Player X can have a projectile with ID 1 but player Y can have a projectile with ID 1 at the same time. See red attention text in

Might not be a bug per se -- I'm just trying to understand how spectating a player's pointer works.
Let's say we suspect that a player is using a hack which allows them to lock on enemies who are far away and hit them precisely across the map. We start spectating this player and notice that their pointer sometimes "teleports", i.e. flicks a few centimeters in the enemy's direction. We then assume that the teleporting pointer is a sign of aim assist software.
From my (rudimentary) understanding, during spectating, the player's pointer isn't updated at each tick, which may lead to this "pointer teleporting" effect. Am I correct to think that the pointer that we spectate doesn't move as smoothly as the pointer from the player's own point of view?
Red pointer laggy, green pointer good?
Let's say we suspect that a player is using a hack which allows them to lock on enemies who are far away and hit them precisely across the map. We start spectating this player and notice that their pointer sometimes "teleports", i.e. flicks a few centimeters in the enemy's direction. We then assume that the teleporting pointer is a sign of aim assist software.
From my (rudimentary) understanding, during spectating, the player's pointer isn't updated at each tick, which may lead to this "pointer teleporting" effect. Am I correct to think that the pointer that we spectate doesn't move as smoothly as the pointer from the player's own point of view?
Red pointer laggy, green pointer good?

edited 1×, last 23.03.21 10:27:57 am
@
Chrome: First of all Green pointer is best, but red pointer is slow and laggy
. Second of all, If someone is really cheating they might even block sending the pointer position thing so you won't receive the player's pointer position, neither will the server precisely. I myself tested it and it worked just simply by modifying my player's rotation and faking my pointer's position. And yes, while you're spectating a player their pointer will look laggy due to slow target spectating pointer update rate + (high-ping/slow internet connection you, him and/or the server and/or low fps either you or him, and/or low server tick, and/or slow monitor (you)) + CS2D uses UDP this means some packets will be lost, this is also why sometimes reloading bug happens
Conclusion: Stop accusing people without a clear proven evidence.


Conclusion: Stop accusing people without a clear proven evidence.
edited 3×, last 23.03.21 01:18:20 pm
@
Chrome: Spectator pointer holds just 1 byte of information.
What does it hold?
Distance from player to pointer. (256 pixels precision)
You already have rotation - player rotation.
The pointer is not slower than the player.
It could be a bit jumpy as it has slightly weird grid.
Optimization

What does it hold?
Distance from player to pointer. (256 pixels precision)
You already have rotation - player rotation.
The pointer is not slower than the player.
It could be a bit jumpy as it has slightly weird grid.
Optimization


ammoin
for items that stack (Snowball, Mine, ETC.), while it should.Either change that, or add a third parameter "count" for stacked items.
Edit:

Edit:
When a CS2D listen server shuts down, most of the times, it will send a "server shutting down" signal to all connected players, it's not exactly reliable, but the real issue is that dedicated servers don't do that at all.
A dedicated server will instead "disappear" and everyone would just timeout.
edited 2×, last 14.04.21 09:50:48 am
It's hard being the best girl in the whole entire world
24.04.21 04:54:03 pm
Why rendering takes so long in CS2D? In other games even heavy games they only takes less than 5 ms for me but in CS2D it takes over 17 ms. This issue exists since CS2D was developed and kept being neglected.
If you don't wanna put your time into it or not willing to fix it, Would you mind advising us on what steps may we take or approach in order to fix that issue ourselves?
If you don't wanna put your time into it or not willing to fix it, Would you mind advising us on what steps may we take or approach in order to fix that issue ourselves?
@
The Dark Shadow: How do you measure how long CS2D takes to render?
There is FPS cap which can simply cause thread to wait 17 seconds.

There is FPS cap which can simply cause thread to wait 17 seconds.
@
SQ: I run CS2D in Nvidia GPU, Nvidia provides Nvidia Geforce Exp using this program I could measure the render queue using the provided Nvidia Geforce Performance Overlay. I decided to compare the NGE Performance Overlay result of CS2D with Among Us both games FPS caps are locked at 60. FPS cap doesn't make the least difference for the NGE render queue results according to the experiment I've just done.
I ran both games in res: 1920x1080 fullscreen. It seems to happen only while using OpenGL. I asked many other people everyone said it's the same for them.
Someone already reported this issue but could not explain what was going on very well. here

I ran both games in res: 1920x1080 fullscreen. It seems to happen only while using OpenGL. I asked many other people everyone said it's the same for them.
Someone already reported this issue but could not explain what was going on very well. here
Quote:
When I use directX, which is better performance if I'm sure than OpenGL.
edited 1×, last 24.04.21 09:05:03 pm
Why use OpenGL? Using DirectX is recommended IMO.
It's hard being the best girl in the whole entire world
@
Mami Tomoe: Normally in most games OpenGL is much more reliable and is faster than DirectX as OpenGL has a smoother, and more efficient pipeline.
An experiment showed that at 303.4 fps, OpenGL is rendering a frame every 3.29 milliseconds; at 270.6 fps, DirectX is rendering a frame in 3.69 milliseconds.
Also, what for Linux players? I'm one of them. They haven't got DirectX as its not cross-platform.

An experiment showed that at 303.4 fps, OpenGL is rendering a frame every 3.29 milliseconds; at 270.6 fps, DirectX is rendering a frame in 3.69 milliseconds.
Also, what for Linux players? I'm one of them. They haven't got DirectX as its not cross-platform.
@
The Dark Shadow: This could be due to the way BlitzMax low level graphics are implemented.
I had already optimized it before steam release for higher resolutions, it was a lot of headache.
But issue is that BlitzMax graphics API executes new SetPass and Draw calls for each method.
This leads to horrible result with 1000-2000 of set pass calls per frame.
I've mentioned this topic is one of my dev blogs recently.
What might be affecting GPU analysis... BlitzMax does not have dedicated GPU render thread, everything is performed on a single thread.
These things cannot be solved that easily.
Similar to Stranded 2 which cannot reach stable 30 FPS on modern system.
by the way, thanks for performance comparison to Among Us. That's cool.
Anyway, CS2D is way more graphically and mechanically intensive than Among Us.

I had already optimized it before steam release for higher resolutions, it was a lot of headache.
But issue is that BlitzMax graphics API executes new SetPass and Draw calls for each method.
This leads to horrible result with 1000-2000 of set pass calls per frame.
I've mentioned this topic is one of my dev blogs recently.
What might be affecting GPU analysis... BlitzMax does not have dedicated GPU render thread, everything is performed on a single thread.
These things cannot be solved that easily.
Similar to Stranded 2 which cannot reach stable 30 FPS on modern system.
by the way, thanks for performance comparison to Among Us. That's cool.
Anyway, CS2D is way more graphically and mechanically intensive than Among Us.
Using server mods will sometimes(?) make player sprays appear blurrier.
Same can be applied for the transfer list in some cases I suppose.
Same can be applied for the transfer list in some cases I suppose.
It's hard being the best girl in the whole entire world
Blurry sprays are a known issue. From my experience it can always happen. Even without any transfers or server mods. I still don't know why it happens sometimes.
@
DC: I've tested it and can reproduce the issue under 3 different stages, a map, a server mod, and transfer list.
EDIT:
In addition to the huge amount of bugs I've recently found, some hooks can be called as the player is leaving (
leave).
Those are:
key
drop
Those can lead to undesirable results if not handled properly.
Another reason to have
disconnect.
EDIT:
It also appears as though when a player fails at joining the server (for a reason such as a different map), the
connect and
join hooks won't be called, but the
leave will.

EDIT:
In addition to the huge amount of bugs I've recently found, some hooks can be called as the player is leaving (

Those are:


Those can lead to undesirable results if not handled properly.
Another reason to have

EDIT:
It also appears as though when a player fails at joining the server (for a reason such as a different map), the



edited 2×, last 05.05.21 01:55:56 am
It's hard being the best girl in the whole entire world