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old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

SQ
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@user cs2d_is_a_Gem: It still works with old maps. CS2D Max network is not reliable enough. Though I'm trying to develop a game that can run multiple network solutions UDP/TCP & third party hosting (for mobile servers)
However, the problem is not network library, working from scratch and trying to make game support old features is such a bother the project would never get finished.

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

DC
Admin Off Offline

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Implementing mouse sensitivity is not that easy actually.
Would have to write my own system on top of what BlitzMax offers because BlitzMax only provides the absolute mouse coordinates on screen and it does not have any sensitivity settings.

Also this would only work properly in fullscreen mode.
I don't plan to implement something like this.

If you have sensitivity issues you should consider one of the following:
• change your mouse speed in general
• play in window/fullscreen (depeding on what you're currently using)
• play with another resolution

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

FishyFinThing
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Is it OK if we allow the hook hit to have a 3rd return option to directly modify the damage.

for example:
if you return 2 after modify the damage value, the hook will use that modify value as actual damage.

I will need it for custom damage because outside implementation is very tricky and lead to many branches.

P/s: Come to think about it, perhaps it's a little bit too much to ask for. Maybe I was too haste to post this. But I don't know how to remove this either.
edited 1×, last 23.11.19 08:20:26 am

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Hajt
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• Server name starts with the quick play tag [Q]
please change it to
• Server name contain the quick play tag [Q]

cuz most of us would like to have all servers starts with domain e.g.:

CS2D.TK | Standard [Q]
CS2D.TK | Mix/Match
CS2D.TK | Random Weapons

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Hajt
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Read carefully what I wrote. You can still leave [Q] in front of the server name. Again.. I'm saying that servers which contain in server name [Q] should be added to QUICK PLAY. Just for better sorting servers by name in server list.

[Q] CS2DGLOBAL.TK @ RANK
[Q] CS2DGLOBAL.TK @ MIX
[Q] CS2DGLOBAL.TK @ DM

You are using [Q] in front of each your server so the problem doesn't concern you.

PS You are breaking rules cause servers with [Q] should running the Standard game mode and don't use weird Lua scripts

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

mrc
User Playing CS2D

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I liked your idea Goo, a glowing name or a small icon for certified community servers would be cool.

And u're right about the Q tag on DM server, hajesh. Its Deathmatch and not Standard, I will remove from it. But RANK and MIX are Standard public servers and doesn't have any crazy script. When we are having a match in the MIX server the script auto-remove the Q tag.
edited 1×, last 25.11.19 06:56:14 pm

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

DC
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@user Hajt: I want quick play servers to START with [Q] because it's more important for players to know that it is quick play than to know which domain it is related to. Moreover having [Q] in the end would make sorting by name less useful. Overall it's just much better for the usability.

I like the idea of coloring servers IN ADDITION to the [Q] but I won't remove the [Q] and I won't allow it in other positions than in the beginning. Sorry.

And yes, the cleanest "solution" (for a problem that doesn't exist at all) would be to get rid of the [Q] and to add an extra server list column for that stuff but I don't see a good reason why I should do that either. It wouldn't really change much.

@user mrc: Something like "certified community servers" would indeed be very cool but unfortunately it would also be too much maintenance overhead. Yes, I'm only talking about maintaining a list for those. I really don't want to do that.
edited 1×, last 07.12.19 01:41:49 pm

old Re: Ideas for CS2D - READ THE FIRST POST (OP)!

Mora
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Command forced fow transparency. For example you wanna all players to see the map only after you, like if it gonna be 0% transparent(black).

Rain/snow is looks ugly. All these particles goin' to the cente of ur screen. They're not just just placed on map but on ur screen. It takes alot of sprites for every player, but in fact it might be placed like around map with same scale thingy, but like parallax(same as 3d function, which allow us to have sprites like that).
It also would make our look of env_room better, it would became separated:
IMG:https://i.imgur.com/q5TZp1u.png


Would be good to have rain ambient - this rain noise. In the env_room this sound will be played with lower value. Why so? Because through lua u can loop it too, use sv_soundstop but the problem is that if u got a bit laggy, entering rooms and other things cause crappy image.
Same to the snow but no ambient required.

old Additions and Updates to Console Commands!

DadsamG
User Off Offline

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Defining Some Parameters: >


ADDED
Forced 3D. [Changes Client]
>
mp_enable3d [I\O]


CHANGED
Add ID value to sv_sound and sv_sound 2.
>
sv_sound [ID] [sndpath]

ADDED
Disable Score(TabButton) and Chat GUI/UI/HUD
>
mp_enablescores [I\O]

>
mp_enablechat [I\O]

ADDED
Set Camera Position and Zoom(0.0 to 1.0 to 10.0)
Move the camera position!. but with "Tween" Effect
>
movcamera [plyID] [x] [y] [zoom]

Set the camera position instantly!.
>
setcamera [plyID] [x] [y] [zoom]

Set the old camera position(follows the player)
>
recovcamera [plyID]

• The camera position can be retrieved with Player(id,"CamX") or Player(id,"CamY")

Updated Weapons. >



OLD WEAPON POST >



*Please i/we need this.
*This idea follows the rules.
edited 3×, last 29.11.19 02:22:31 am
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