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News CS2D Development and Pre-Release@ DC: When i wanted to test Info_RadarIcon thing this came to me
LOAD MAP RES.: failed to load image 'gfx/cs2d.bmp'
So please don't forget to add this when version release..
It's only appearing when you start the game
@ RIP-HereRestsPlookerbooy: Hah, oh lol I forgot that this image is used as default images for Env_Sprite/Env_Image (and for some reason it also seems to be used for the rader icon which probably is a code copy&paste bug ...). I'll re-add it.
StirlizZ-Fapicon has written
I got a question about that new /mods folder: via using servertransfer I can allow players to use my own mods specially for my server?
As per mods/Readme.txt, you can add mod files to servertransfer.lst with lines of the format "mods/MODNAME/DIRECTORY/FILE.EXT". As always, only graphics and sounds get transferred. The downloaded files are kept in a special mod cache so as to not come in conflict with any mods the player may have installed. When using mod images and sounds with Lua functions or commands, use the regular path starting with "mods/".
_oops has written
lovely but created sound doesn't stop after restarting round. not sure this is intended
This is not intended. Thank you for bringing this to my attention.
THEMUD has written
The start music doesn't run if you opened the editor or entered a game and then get back to the main screen.
The start music isn't supposed to be played on getting back into the main menu - only on start. This is how it was in CS 1.6.
To bring some clarity to the question of mod support: as it stands currently, servers can only transfer non-default images and sounds. This means that you can't replace player skins server-side by simply adding a mod with new player skins. The entire feature is really for the sake of convenience, namely being able to enable and disable things without too much of a fuss.
StirlizZ-Fapicon has written
@ EngiN33R: that means we are getting nearlier to CS1.6-like modding? Finally, after all those years of waiting.
No.. we only have got possibility to use custom directory for mods only. That means you can't replace gfx or sfx of default files (eg. ak47.bmp can't be replaced)
EDIT: I was writting this post for some time and didn't notice EngiN33R reply. Anyway I said it in simpler words.
edited 1×, last 12.02.16 01:33:04 pm
Edit x1:Also, I cant use night vision to see in dark.
Edit x2: I we're wrong. ON ANY MAP! ON ANY MAP ITS DARK!
edited 2×, last 12.02.16 02:33:09 pm
Current flashlight at very high quality looks good though.
Adding texture bumping and other stuff might make things worse.
edited 1×, last 12.02.16 03:17:49 pm
Just a quick suggestion, why don't you make an HUD DPI option ? Where you could mark it as fixed (where in whatever resolution you are, the HUD would always get displayed the same default size) or dynamic (where the HUD would dynamically and proportionally change depending on the resolution) (and another option to choose its value of course).
Funny thing we can simulate volume support through the soundpos command
Nice job though, I really appreciate it.