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

Pagyra
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What about adding bumpmapping, shadow maps, sprite lamp, pixel mapping, pseudo3d effects and etc.
IMG:https://36.media.tumblr.com/1a551fde6f5e6cccce2ff45f81a94eec/tumblr_nedel1vTRU1rl5ayho3_1280.jpg

IMG:https://s3.amazonaws.com/ksr/assets/002/450/618/28d3c2d57b6afc14c632a90f8cad90db_large.gif

IMG:https://s3.amazonaws.com/ksr/assets/002/450/731/4496ffeaf34e2824af17f1f607db91f8_large.gif


add some different structures of tiles IMG:https://i072.radikal.ru/1411/08/fca8d78cd431.png

and change texture wall puff decals.

The most of members of usde community interested in CS2D
and many features can be added by using scripts Lua, but unfortunately CS2D crash and lag (especially not optimized work with memory and buffer - use (creation and deletion) of a large number of images leads to crash and lags).
edited 2×, last 23.11.14 01:26:28 pm

old Separate file for client

Ace Howl
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Desc.: When we join on any server, and if the server have files to be downloaded into our CS2D directory, the files should placed in downloads folder.

Counter-Strike 2D/downloads/gfx or sfx/fileType.*

Reason: Somebody would not like to see mess in gfx/sfx folders (especially server with huge amount of files). This also difficulty in editor (pick image/soundfiles)

Modify servertransfer.lst so that the files always transfer into downloads folder.

Replacing directory in LUA file should not be a problem.

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

slimK
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user Ace Howl has written
Desc.: When we join on any server, and if the server have files to be downloaded into our CS2D directory, the files should placed in downloads folder.

Counter-Strike 2D/downloads/gfx or sfx/fileType.*

Reason: Somebody would not like to see mess in gfx/sfx folders (especially server with huge amount of files). This also difficulty in editor (pick image/soundfiles)

Modify servertransfer.lst so that the files always transfer into downloads folder.

Replacing directory in LUA file should not be a problem.


+1 and is easy to remove later, ingame is kinda hard to eliminate one by one like 100 files for example.

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

DC
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@user Pagyra: This light stuff is probably not possible with BlitzMax unless you hack it in someway using OpenGL/DirectX directly but I don't want to use these APIs directly because it either means double the work or only supporting the feature for OpenGL OR DirectX. Both things are bad.

EVERY tile shape which is not a completely filled/empty 32x32 rectangle would break so freaking much existing code and functonality (entire current light/shadow and collision engine) that this simply won't happen. I just recently said that when thin walls were suggested once again... so please read previous posts to avoid repetitions.

Yes, that Lua stuff is not designed to be used with hundreds of images (is has been "plugged in" in later updates and wasn't planned from the beginning). There's almost certainly still room for some optimizations though.

@user Ace Howl: Not a bad idea actually. There are some problems with this but I agree that the current situation is dirty and annoying.

@user slimK: Did you know that there is a function to get rid of all downloaded stuff?
Options > Net > Show downloaded Files > Delete / Delete All

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

DC
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@user Pagyra: That's just a tool to create bumpmaps for 2D sprites which isn't sufficient. BlitzMax doesn't even support bumpmaps out of the box. I guess there are some solutions but I'm not sure if they are available for OpenGL AND DirectX.

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

Pagyra
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not tool, I mean realization of this ideas - 4 images(layers) (for all effects) above every skin, with changeble transparency depending on distance and angle to visible light source
edited 2×, last 24.11.14 08:26:14 pm

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

DC
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From where did you take that value "1000"? Is that for the additional Lua images you can create before the FPS go down? This might be true for your system but...

The base image + 4 light images = 5. 1000 / 5 = 200 additional images with bump map possible if you only do this for Lua images. And of course a SIGNIFICANT additional slow down caused by the light color and angle calculations. Very bad idea already.

It gets wore if you want to have bump maps even for other images like the tiles! Tiles alone are 20x15 = 300 (actually even 21x16 because of scrolling which would be 336). 300x5 for tiles with bump maps would be 1500 (1680)... 1200 (1344) additional images for the tiles alone.

Those fake bump maps might work for a few single images of course but certainly not for all and it won't look like on your sample images.
edited 1×, last 24.11.14 08:51:55 pm

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

Pseudon
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I'm really sorry if it was suggested before, but I would like green colour for mod/admin comments.
Edit : (Omg didn't saw this is cs2d ideas thread... This goes right for the top fails of the year)
BTW I was planning to make a script that uses some sprites to lower the field of view of the player, can something be implemented so the cheaters won't... Cheat? Or there is a way already?
edited 1×, last 26.11.14 08:18:41 pm

Admin/mod comment

That goes on thread us Ideas For UnrealSoftware Site. /Starkkz
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