-[IFwsI]- Doghouse Discussion/Dev Update Thread
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-[IFwsI]- :: CS2D :: Servers :: -[IFwsI]- Doghouse
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
XP/XPC for bomb diffuse/explode have been added.
The issue with spawning all the weapons at once is that the weapon's GFXs doesn't show up, but you can walk over an invisible weapon and pick it up then it'll show. For now, until I round out the next patch, this method will be used.
I'm aware of the 2 weapons loading when you hit round 50 then go back to round 1. Due to weapon GFX issue, there's a timer which loads the weapons. Because of this timer when you suddenly restart a round, it loads the weapons twice due to the timer being triggered twice. I'll look into this and find a convenient method. Do not worry, I get that the older method was more better and I'll find a suitable method as that one.
Update: Round bugs + Double weapon spawn issues have been resolved.
The issue with spawning all the weapons at once is that the weapon's GFXs doesn't show up, but you can walk over an invisible weapon and pick it up then it'll show. For now, until I round out the next patch, this method will be used.
I'm aware of the 2 weapons loading when you hit round 50 then go back to round 1. Due to weapon GFX issue, there's a timer which loads the weapons. Because of this timer when you suddenly restart a round, it loads the weapons twice due to the timer being triggered twice. I'll look into this and find a convenient method. Do not worry, I get that the older method was more better and I'll find a suitable method as that one.
Update: Round bugs + Double weapon spawn issues have been resolved.
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
suggestionerinos
Level rewards like
-Hit level 5 gain 5000 xpc
-Hit level 10 gain 10000 xpc etc
These might be higher numbers since you mentioned that market items are gonna be expensive af :c
Being able to send less than 500 xpc but higher than 100 xpc o.o
The Wall in FN Spawn item in market letting the player to live longer in spawn points. 10/10 would buy.
Level rewards like
-Hit level 5 gain 5000 xpc
-Hit level 10 gain 10000 xpc etc
These might be higher numbers since you mentioned that market items are gonna be expensive af :c
Being able to send less than 500 xpc but higher than 100 xpc o.o
The Wall in FN Spawn item in market letting the player to live longer in spawn points. 10/10 would buy.
Mew~- Site user
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
damn you. ;0Mew~ wrote:The Wall in FN Spawn item in market letting the player to live longer in spawn points. 10/10 would buy.
That level gain xpc is a noice idea, I'll see into adding it. I may reduce the prices of the market items. o.o
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Update[September 2, 2015]:
Here's the changelog for the next patch.
[Added] Market/Inventory*
[Added] Events*
[Changed] Increased Max Streak Level to 7
[Changed] User Save file type changed. **
[Changed] Max XPC Send increased to 500000
* Here's how effect items you buy work. All the items are divided into these categories:
1. "seffect"
2. "meffect"
3. "item"
4. "hat"
1. "seffect" or "Single Effect" is a market object which could be a user attribute. It has an effect which either works when you're hit/dead/hit someone or when you spray. It can also come with hats and wearables. You can only apply one seffect at a time.
2. "meffect" or "Multiple Effect" is the same as "seffect", the only difference is that you can apply multiple of "meffect" at a time.
3. "item" may be player boosts, or helpful weapons. Like defuse kits. You can apply multiple of these.
4. "hat", are hats. Without any effects whatsoever. You can only apply one "hat" at a time.
*The current events have been modified and events such as "SLIDE/WEEEEEEE!11111111!!!" has been removed.
Technical:
**There has been a slight modification/addition to the user save types to add the active inventory items, the items you've applied from your inventory. When you join after the update, you should get a little notification that your user file type has been converted/updated to the new version.
Something like this:
Oh and lastly, this is something that would not happen, but just incase something like this happens:
Here's the changelog for the next patch.
[Added] Market/Inventory*
[Added] Events*
[Changed] Increased Max Streak Level to 7
[Changed] User Save file type changed. **
[Changed] Max XPC Send increased to 500000
* Here's how effect items you buy work. All the items are divided into these categories:
1. "seffect"
2. "meffect"
3. "item"
4. "hat"
1. "seffect" or "Single Effect" is a market object which could be a user attribute. It has an effect which either works when you're hit/dead/hit someone or when you spray. It can also come with hats and wearables. You can only apply one seffect at a time.
2. "meffect" or "Multiple Effect" is the same as "seffect", the only difference is that you can apply multiple of "meffect" at a time.
3. "item" may be player boosts, or helpful weapons. Like defuse kits. You can apply multiple of these.
4. "hat", are hats. Without any effects whatsoever. You can only apply one "hat" at a time.
*The current events have been modified and events such as "SLIDE/WEEEEEEE!11111111!!!" has been removed.
Technical:
**There has been a slight modification/addition to the user save types to add the active inventory items, the items you've applied from your inventory. When you join after the update, you should get a little notification that your user file type has been converted/updated to the new version.
Something like this:
- Spoiler:
Oh and lastly, this is something that would not happen, but just incase something like this happens:
- Spoiler:
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
The script has been updated as per my previous post.
This is beta. I haven't worked on the script for a while so I don't remember what the bugs were, therefore I may have forgot to fix some.
So please report any bugs here.
I've added a few market items for now to test the lag thresholds and so on.
This is beta. I haven't worked on the script for a while so I don't remember what the bugs were, therefore I may have forgot to fix some.
So please report any bugs here.
I've added a few market items for now to test the lag thresholds and so on.
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Nighthawk wrote:The script has been updated as per my previous post.
This is beta. I haven't worked on the script for a while so I don't remember what the bugs were, therefore I may have forgot to fix some.
So please report any bugs here.
I've added a few market items for now to test the lag thresholds and so on.
You wanted me to come test something on a server called Nighthawk's Lab but I couldn't find it in my server list, sorry.
Ring-A-Ding / ParaBolt- Site user
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Ah, no issues. Bunny helped me out. ;0Ring-A-Ding / ParaBolt wrote:Nighthawk wrote:The script has been updated as per my previous post.
This is beta. I haven't worked on the script for a while so I don't remember what the bugs were, therefore I may have forgot to fix some.
So please report any bugs here.
I've added a few market items for now to test the lag thresholds and so on.
You wanted me to come test something on a server called Nighthawk's Lab but I couldn't find it in my server list, sorry.
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
hey I report a bug :
in the fun rounds(laser/knife) if you spawn after the startround, you spawn like normaly with the basic pistols
in the fun rounds(laser/knife) if you spawn after the startround, you spawn like normaly with the basic pistols
tonton Ed- Posts : 9
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
It should be fixed now, thanks for the report.tonton Ed wrote:hey I report a bug :
in the fun rounds(laser/knife) if you spawn after the startround, you spawn like normaly with the basic pistols
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
The round after event ended you haven't got guns, only knife.
Guest- Guest
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
nice to see fog of war fixed
xpress- Site user
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Thank you, there's more to come. o.o
@bunny, Yep, found that out. Should be fixed now. Thanks for the report.
@bunny, Yep, found that out. Should be fixed now. Thanks for the report.
xpress- Site user
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
on events without weapons right now if a player reconnects when the event starts they start with pistols and have advantage of that, i saw a player doing it today. also people sometimes still have gas masks on oblivion events i dont know if that's fair, seems like fair but just letting you know.
Mew~- Site user
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
That's exactly what happened in the Dog-e-House event. I joined when the round already started and it didn't strip my pistol when I spawnned because it only does so in the start I think.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Update!
[Fixed] Event Bugs
[Fixed] Weapon strips after events
[Fixed] Spawn on Event Equips (when you spawned during an event and didnt get the event galore)
[Added] Laser & Snowball back.
Remember to be awesome and report any bugs you find here! (:
[Fixed] Event Bugs
[Fixed] Weapon strips after events
[Fixed] Spawn on Event Equips (when you spawned during an event and didnt get the event galore)
[Added] Laser & Snowball back.
Remember to be awesome and report any bugs you find here! (:
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Oh nice the snowball event; I have won many-a-time in that. Cuz I run away lots xD.
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Update! [23/9/15]
[Fixed] Another event bug
[Added] 16 MORE DOGE HATS! (WILL BE AVAILABLE IN THE MARKET)
Remember to be awesome and report any bugs you find here! (:
[Fixed] Another event bug
[Added] 16 MORE DOGE HATS! (WILL BE AVAILABLE IN THE MARKET)
Remember to be awesome and report any bugs you find here! (:
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
[BUG]: No weapons respawn after a Event.
Edit,i will specify more: I'm not talking about enter in game after a event.I mean,when a event end and other round start,the weapons don't respawn. (in the respawn zone)
Edit,i will specify more: I'm not talking about enter in game after a event.I mean,when a event end and other round start,the weapons don't respawn. (in the respawn zone)
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
This is weird because I already fixed this issue and stress tested the event script. I'll have a look into it again. o.ODiZiO5 wrote:[BUG]: No weapons respawn after a Event.
Edit,i will specify more: I'm not talking about enter in game after a event.I mean,when a event end and other round start,the weapons don't respawn. (in the respawn zone)
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
- Screen 1:
- Screen 2:
- Screen 3:
The server didn't restart after round 50. An event started in round 51, same in round 52..
Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
wanna build a snowman? :3 loses snowballs
xpress- Site user
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Re: -[IFwsI]- Doghouse Discussion/Dev Update Thread
Ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh. I see why now. O.ONight[Martin] wrote:
- Screen 1:
- Screen 2:
- Screen 3:
The server didn't restart after round 50. An event started in round 51, same in round 52..
Thank you for the reports, Night[Martin] & xpress. Will fix these ASAP. o.o
Update: Both issues have been resolved.
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