English CS2D Bug Reports

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05.05.21 10:08:37 pm
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DC
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@user ttoni: It's a bug. It wasn't possible earlier to change the resolution while being on a server. That's why that case isn't covered in scripting.
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05.05.21 10:14:56 pm
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SQ
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@user DC: It should be working...

There is clientsetting hook for event when player changes settings.
https://www.cs2d.com/help.php?hookcat=all&hook=clientsetting#hook

This is managed in n232_clientsettings.

I've just checked, client hook is properly executed.
For some reason player() variables are not updated though.
edited 3×, last 05.05.21 10:33:05 pm
09.05.21 04:03:02 pm
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Mami Tomoe
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In the server logs, when a player says "rank" this is the output:
Code:
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[14:00:32] Player *DEAD*
: rank


Which is not ideal, and should be fairly easy to fix.


Edit:
This is undocumented, but definitly should be.
The dedicated server apparently counts as a player (with ID 0), and when the server shuts down, it calls the leave hook with player ID 0, and reason 4 (server shutdown).

Here's the log:
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CS2D 1.0.1.1 Logfile - 10 May 2021, 12:42:50

[12:42:50] #######################################################
[12:42:50] Unreal Software's CS2D Dedicated Server
[12:42:50] > visit www.CS2D.com for info and updates <
[12:42:50] Game Version: 1.0.1.1
[12:42:50] Server Build for 1.0.1.1: 1.0
[12:42:50] System Time: 10 May 2021 - 12:42:50
[12:42:50] Operating System: Microsoft Windows
[12:42:50] #######################################################
[12:42:50] UDP socket initialized using port 36963
[12:42:50] U.S.G.N.: Your game version is up to date!
[12:42:50] Starting server...
[12:42:50] load map '!!'
[12:42:50] ----- Server started -----
[12:42:50] parsing Lua server script (mp_luaserver = 'server.lua')
[12:42:50] Lua: Adding function 'leave_hook' to hook 'leave'
[12:42:50] U.S.G.N.: Sending serverlist ADD-request...
[12:42:51] U.S.G.N.: Server added to serverlist
[12:42:59] recv join attempt... (0.0.0.0:00000)
[12:42:59] Mami Tomoe clientdata: WIN {abcdefghijklmnopqrstuvwxyzabcdefghijklm}
[12:43:00] recv join attempt... (0.0.0.0:00000)
[12:43:00] Mami Tomoe clientdata: WIN {abcdefghijklmnopqrstuvwxyzabcdefghijklm}
[12:43:00] U.S.G.N.: Mami Tomoe (0.0.0.0) joining with U.S.G.N. ID #99153 - verifying...
[12:43:01] U.S.G.N.: 0.0.0.0 is using U.S.G.N. ID #99153
[12:43:01] Mami Tomoe is using IP 0.0.0.0:00000, U.S.G.N. ID #99153 and no Steam
[12:43:17] Parse RCon (0.0.0.0:00000): quit
[12:43:17] Player #0 is leaving (code: 4).


And the script I used:
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function leave_hook(p, reason)
     print('Player #' .. tostring(p) .. ' is leaving (code: ' .. tostring(reason) .. ').')
end

addhook('leave', 'leave_hook')


I had no other code running, I'm sure anyone can replicate this.

Steps:
• Start a dedicated server running that Lua script.
• Join the server and using Remote Control, parse cs2d cmd quit.
• Check your latest log file.

> Note:
This also means player IDs don't get called using reason 4 (server shutdown).
They just time out with "Connection Problems", instead of being notified the server was shutting down.
Logs of players not being notified of server shutdown:
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[12:49:18] Parse RCon (0.0.0.0:00000): bot_add_t
[12:49:18] Parse RCon (0.0.0.0:00000): bot_add_ct
[12:49:18] Parse RCon (0.0.0.0:00000): bot_add_t
[12:49:18] Parse RCon (0.0.0.0:00000): bot_add_ct
[12:49:23] Parse RCon (0.0.0.0:00000): quit
[12:49:23] Player #0 is leaving (code: 4).

I added a few bots, and was present on the server, and neither of us disconnected automatically.
This works fine (most of the times) through the listen server!

Does player ID 0 mean "everyone"?
If so, that's a weird way to do it.
edited 2×, last 10.05.21 11:51:35 am
fish
10.05.21 12:57:37 pm
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mrc
User
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user DC has written:
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.


thats because the resolution, the only resolution that sprays looks normal is 850x480 and the olders with 4:3 aspect ratio.
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10.05.21 08:23:45 pm
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Cure Pikachu
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user mrc has written:
thats because the resolution, the only resolution that sprays looks normal is 850x480 and the olders with 4:3 aspect ratio.

I could have swore I had that problem even at those resolutions. Only way I "fixed" it with my sprays is give the bits that are meant to be transparent only like 98% black instead of fully black.
IMG:https://i.imgur.com/uUrye71.png
IMG:https://i.imgur.com/xpsyQRX.png
10.05.21 08:37:38 pm
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DC
Admin
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I'm also pretty sure that the spray logo problem already existed when there was only the good old 640x480 resolution.
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