CS2D Bug Reports
1,990 replies @
-Noctis: http://www.unrealsoftware.de/forum_posts.php?post=327548&start=740#post403988
That's a combination of OpenGL + Advanced Shadows + Non-english language

That's a combination of OpenGL + Advanced Shadows + Non-english language
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VADemon: hes talking about the bug when you open "Options" in-game on the server, this happens only in OpenGL mode.

edited 1×, last 28.01.17 11:09:05 pm
well with directx you can't alt+tab so this is really messed up and still wasn't fixed...
How to make Cool Signature


I can't reproduce this issue on my PC. Maybe something driver related? I don't know...

Anyone else having this issue?
These screenshots are disgusting 
Well nvm it's not a big issue haha but now I've got a problem with votemap. My server contains huge number of maps but I can vote only for default one maps like de_dust, de_dust2 etc. And hmm does
mp_mapvoteratio works correctly? I set value 0.2 and half of players voted for map and nothing happened. That's weird.

Well nvm it's not a big issue haha but now I've got a problem with votemap. My server contains huge number of maps but I can vote only for default one maps like de_dust, de_dust2 etc. And hmm does

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Hajt: The maps need to be in the map cycle of your server (there's a cfg file for that), otherwise they can't be voted. Was this the case for the voted map?
I'm not sure what maps the voting menu displays, but people can also vote for unlisted maps by using the
votemap command manually.
The voting system isn't very thoroughly tested and I think it doesn't give you proper feedback when you vote for invalid stuff so it's very possible that something is going wrong.

I'm not sure what maps the voting menu displays, but people can also vote for unlisted maps by using the

The voting system isn't very thoroughly tested and I think it doesn't give you proper feedback when you vote for invalid stuff so it's very possible that something is going wrong.
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DC / @
Hajt: I did a quick check throughout the matter and I couldn't reproduce the
Hajt's issue. Here's the screenshot (URL only):
http://imgur.com/qjscEvQ
Probably OpenGL rendered the screenshot in a ugly quality which however I highly doubt that. The most potential factor would be the drivers being outdated or drivers settings set wrong.



http://imgur.com/qjscEvQ
Probably OpenGL rendered the screenshot in a ugly quality which however I highly doubt that. The most potential factor would be the drivers being outdated or drivers settings set wrong.
The issue is transparency related. If you take the image, open it in Photoshop (or something comparable with alpha layer support) and copy&paste the whole layer a few times it looks pretty decent.
Not sure how/why the screenshot is saved/rendered with low transparency though. Switching the screenshot format to JPG is probably one way to fix it.
I'll also try out a small change for the next release but I don't know if it will help.
Edit: Actually nope. Already seems to be right code wise. No idea why that happens.
Not sure how/why the screenshot is saved/rendered with low transparency though. Switching the screenshot format to JPG is probably one way to fix it.
I'll also try out a small change for the next release but I don't know if it will help.
Edit: Actually nope. Already seems to be right code wise. No idea why that happens.
This is more of an exploit than an actual bug and it's probably known already, but I just randomly reproduced it on the Boondocks map in a Construction server.
Basically if on a CTF/Domination map the bots' path is blocked by the player, and there is a "death" tile near the spawn, the bots will get confused and keep killing themselves over and over again. Here's a sped up recording I got to exemplify:
http://imgur.com/a/YXDML
A simple fix for this would be to remove that tile from the map, and on a broader scale of things, make the AI avoid death tiles and prefer to stay if there's nothing to do.
Basically if on a CTF/Domination map the bots' path is blocked by the player, and there is a "death" tile near the spawn, the bots will get confused and keep killing themselves over and over again. Here's a sped up recording I got to exemplify:

A simple fix for this would be to remove that tile from the map, and on a broader scale of things, make the AI avoid death tiles and prefer to stay if there's nothing to do.
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Yunu: That's not a bug, it's actually intended behavior of the Portal Gun, it works the same way in the Portal games.

I don't know if we can really call it bug but when starting .ogg type sounds, sudden and short fps drops happen yet it isn't up to .wav type sounds. Could someone explain why? Or other way, could it be fixed?
Shit your pants:
Outlast II Mod (29) | Create your UI faster: CS2D UI Framework


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Masea: ogg is a highly compressed audio format and BlitzMax' ogg decompression (and ogg decompression in general) seems to be extremely slow unfortunately. So on slow systems and/or for big ogg files it can cause noticeable fps drops.
How to fix this? Use wav.
Sorry, only advice I can give you regarding this.
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Yunu: Just to confirm what
BCG2000 said: It's intended. It works like that in Portal and it allows you to make maps were you can't create portals everywhere.

How to fix this? Use wav.

Sorry, only advice I can give you regarding this.
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for now I noticed weapons are drawing over 3d walls, everything else seems to be in order
cs 1.0.0.3d hype #DCgoStranded3
07.04.17 08:12:17 pm
I did not find any info on this in the thread.. and if I missed it, I hope it's a new info to some and possibly gets fixed in the upcoming release.
Tested with: CS2D 1.0.0.2 dedicated for Linux (on Ubuntu 16.10)
1. Clear the bot's lua script as it will make the debugging way harder.
2. Try this script and see your memory rising. Each hook call leaks 20 bytes which cannot be freed by Lua's garbage collector.
Tested with: CS2D 1.0.0.2 dedicated for Linux (on Ubuntu 16.10)
1. Clear the bot's lua script as it will make the debugging way harder.
2. Try this script and see your memory rising. Each hook call leaks 20 bytes which cannot be freed by Lua's garbage collector.
Code:
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local bytes_last = 0
function testMemory()
-- run the garbage collector
collectgarbage()
-- calculate & print memory growth
local bytes_now = collectgarbage("count") * 1024
local diff = bytes_now - bytes_last
print(bytes_now, diff .. " new bytes")
-- remember current memory usage
bytes_last = bytes_now
end
function doNothing()
end
-- each hook call will leak 20 bytes.
addhook("always", "testMemory")
-- uncomment more lines to strengthen the effect
--addhook("always", "doNothing")
--addhook("always", "doNothing")
--addhook("always", "doNothing")
-- timers do not leak memory
--timer(100, "testMemory", "", 0)
-- uncomment this to have the same test duration each time
--timer(100 * 1000, "endTest", "exit")
function testMemory()
-- run the garbage collector
collectgarbage()
-- calculate & print memory growth
local bytes_now = collectgarbage("count") * 1024
local diff = bytes_now - bytes_last
print(bytes_now, diff .. " new bytes")
-- remember current memory usage
bytes_last = bytes_now
end
function doNothing()
end
-- each hook call will leak 20 bytes.
addhook("always", "testMemory")
-- uncomment more lines to strengthen the effect
--addhook("always", "doNothing")
--addhook("always", "doNothing")
--addhook("always", "doNothing")
-- timers do not leak memory
--timer(100, "testMemory", "", 0)
-- uncomment this to have the same test duration each time
--timer(100 * 1000, "endTest", "exit")
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Jaller94: I'll investigate this. It's possible that this is caused by the Lua API though. Thanks for reporting and posting the detailed example!

Not sure if was reported in 1.0.0.2
Those things get worst the higher the resolution is
Right clicking on the console and selecting Copy Line will not copy the line you wanted.
http://i.imgur.com/wORgcoP.png
http://i.imgur.com/fVKn2C0.png
Those things get worst the higher the resolution is



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