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CS2D General CS2D Max Suggestions V2 Jonzku777 has written
Editor suggestions (packed up):
12.Single-area Fog-of-war (ON/OFF).
12.Single-area Fog-of-war (ON/OFF).
Good idea, Pretty useful.
Anti-lag suggestion:
How many times the server starts to lag when everyone in the server does something e.x break wall, almost at the same time?
Maybe, if cs2d had a "temp" folder, an everytime someone joins to server, all the animations,sprites,door closing/shutting animations, FX`s, explosions,water-waving etc. Loads itselft to this temp-folder, and when everything is loaded it will connect you to server.
And now, when every animation,fx and all the "laggy" things are loaded, server won`T lag that much.
And this loading-method can be put on/off in the server settings e.x "Startup-load ON/OFF"
I though this might work good, liek every big game for example Fallout3, it loads everything at start so it wont lagg so much.
Comment.
edited 1×, last 19.04.09 03:26:12 pm
everyhting is already pre-loaded. every single effect, sound and graphic. cs2d doesn't load a single file while you play (except for spraylogos from new connecting players).
the "temp-folder" cs2d uses is called ram and vram and it is like thousand times faster than your ordinary folder.
reduce your particle details or play on servers with a faster network connection. your suggestion does not improve or change anything.
Jonzku777 has written
Anti-lag suggestion:
How many times the server starts to lag when everyone in the server does something e.x break wall, almost at the same time?
How many times the server starts to lag when everyone in the server does something e.x break wall, almost at the same time?
If you were referring to the one-side only breakable wall suggestion, that's a different matter. The only way to do it would be to bind a function to attack and attack2, then it would have to check the player's X-Pos and Y-Pos and rot and take the X-Pos, Y-Pos of the breakable entity, and convert the first into a polar coordinate and check to see if its r-extention will ever intersect the X and Y Position of the entity, and if there are any objects in front of it (Which would use an offhand technique of manually parsing the maps, the problem with this is that Lua have a very unique EOF character and terminates prematurely on most maps (On de_cs2d, it terminates on the 703rd byte as opposed to the 2000+ bytes that's actually in the file.). This would take a lot of work and could and will produce lag even if the player size is relatively small. The ideal way is to have this incorporated directly into CS2D
and i miss some commands: weapon_he; weapon_flashbang; weapon_smoke;
well, for guys dont know what commands that are:
You automatically switch to this weapon..
FlaMeZ has written
There should be walls where you can shoot trought but dont look trough!
and i miss some commands: weapon_he; weapon_flashbang; weapon_smoke;
well, for guys dont know what commands that are:
You automatically switch to this weapon..
and i miss some commands: weapon_he; weapon_flashbang; weapon_smoke;
well, for guys dont know what commands that are:
You automatically switch to this weapon..
pointless commands =.=
-Skull_ has written
pointless commands =.=
If your keyboard hasn't got any numbers they'd be the perfect solution (NO!, of course it's completely senseless shit!)
example: i typed weapon_laser, but i don't have this weapon. But, after i typed weapon_laser i switch to laser?
of course not! the command is for switching to an EXISTING weapon only. NOTHING will happen if you do not own the weapon already.
instead of adding weapon_he, weapon_smoke, weapon_flash I'll probably add just one command which can be used for all weapons:
weapon "WEAPONNAME"
this will switch to the weapon with the given name. of course only when you own this weapon already. this makes it possible to switch to every weapon in the game with only one command.
maybe env_box, then choose a sprite for it and set the size, doesnt seen too complicated
also, i would suggest a new buildable wall, you build it and when you use E on it, you can hide inside!! it can have the same sprite as a wall3 so you cant edit the graphs to easily distinguish then, the wall can be shot and if it is destroyed whit you inside, you take some serious damage
i know that DC hate prision maps, but this hide-in wall can be a new execution method
ah one more thing, change the value for upgrading, when you upgrade a turret1 to turret2 it costs 100 per 1%, but then you upgrade a turret2 into turret3 it costs 200
chuico123 has written
the idea of a wall that you can shoot trough but not look trough are equivalent to the wooden crates in CS 1.6
maybe env_box, then choose a sprite for it and set the size, doesnt seen too complicated
also, i would suggest a new buildable wall, you build it and when you use E on it, you can hide inside!! it can have the same sprite as a wall3 so you cant edit the graphs to easily distinguish then, the wall can be shot and if it is destroyed whit you inside, you take some serious damage
i know that DC hate prision maps, but this hide-in wall can be a new execution method
ah one more thing, change the value for upgrading, when you upgrade a turret1 to turret2 it costs 100 per 1%, but then you upgrade a turret2 into turret3 it costs 200
maybe env_box, then choose a sprite for it and set the size, doesnt seen too complicated
also, i would suggest a new buildable wall, you build it and when you use E on it, you can hide inside!! it can have the same sprite as a wall3 so you cant edit the graphs to easily distinguish then, the wall can be shot and if it is destroyed whit you inside, you take some serious damage
i know that DC hate prision maps, but this hide-in wall can be a new execution method
ah one more thing, change the value for upgrading, when you upgrade a turret1 to turret2 it costs 100 per 1%, but then you upgrade a turret2 into turret3 it costs 200
I think it's a good suggestion
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ah one more thing, change the value for upgrading, when you upgrade a turret1 to turret2 it costs 100 per 1%, but then you upgrade a turret2 into turret3 it costs 200
Which would mean that the turret would cost 20,000.
DC has written
instead of adding weapon_he, weapon_smoke, weapon_flash I'll probably add just one command which can be used for all weapons:
weapon "WEAPONNAME"
this will switch to the weapon with the given name. of course only when you own this weapon already. this makes it possible to switch to every weapon in the game with only one command.
weapon "WEAPONNAME"
this will switch to the weapon with the given name. of course only when you own this weapon already. this makes it possible to switch to every weapon in the game with only one command.
Ohhh, I've just realized that this thing could also be useful @ lua scripting
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I know DC hates prison maps
Wtf?! Why do you hate prison maps?
I thought that you are exited that players like your game more than you thought by making prisons,role-plays and other kind of Cs2D unrelated maps.
But i like that env_box idea, maybe you could even choose a item you can put in it and you could get it after breaking it!
Also dropdown manu for mapvotes i very good, and i think something is "wrong" with votekick dropdown menu cuz it doesn`t show every player, you got any reason for that?
Lose one HP, when someone throws a grenade directly at you, meaning if someone has thrown a flash bang at you, and you've only got one HP, you'd die.
Im pretty sure, there got this in CS:S, and I'd like it to be added in CS:2D.