Author Topic: Acemod V2  (Read 5543 times)

Visor

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Acemod V2
« on: April 02, 2016, 05:40:20 pm »

Acemod V2

The next and very likely the final version of Acemod and, as a matter of fact, of anything that I release!


Changelog

  • Fixed Charger chestbumps once and for all
    One of the most annoying bugs of competitive L4D2 and beyond, dead and burried.
    This isn't even a plugin, it's an extension. If you don't know what's the difference, I'll tell you: this shit was among the most complex tasks I've ever attempted in L4D2. Put it to good use and make it count.
  • Fixed Jockey/Smoker clears sometimes dealing friendly-fire
    At first I was skeptical about this report, but it turned out to be true. In my opinion, one of the most significant bugfixes of this release.
  • Fixed Survivors not being slowed down by Common punches in the water
    One of the first reports I got. Nothing special.
  • Lowered Survivor speed in the water from maximum(220) to 210 (only applies to non-limping Survivors)
    Removal of slowdown in the water had the goal to improve the overall feel of the "watery" campaigns, such as Swamp Fever and Hard Rain. Inducing unnecessary imbalance in Tank fights on the aforementioned maps was not the intent of this feature. Hopefully this new adjustment will achieve the desired balance between smoothness and fairplay.
  • Fixed Survivors sometimes having slowdown in the water after a Tank fight
    Curious fact: this bug is courtesy of Promod. The slowdown plugin was the only plugin in EQ3/Acemod that had changes in it made by some members of the Promod 4.5 team. Rolling back to the EQ2.1 version of this plugin managed to get rid of the issue.
  • Fixed finite event hordes not being equal in size for both teams
    Hopefully the emo guy who reported this to me can sleep easy at night now.
  • The methodology of counting commons during finite events has also been improved
    Have a bonus!
  • Tanks spawned during events will no longer pause the horde, not even if the Survivors stop advancing through the map
    Let's spice things up a bit boys. It is time for some L4D1 action.
  • Fixed crouching Hunters still being immune to M2 on some servers
    Hard to comment on this one in layman's terms. The only thing you need to know is that your M2 will now work against non-airborne Hunters.
  • Tweaked Spitter godframes for further balance
    Some players complained about the spit being too weak.
    This tweak doesn't turn it into Promod spit, but it does improve some cases where a Survivor would take very little damage after being cleared from a Hunter and walking out of the spit AOE.
  • Added a small amount of godframes against Commons after a Hunter/Charger clear
    Seemed like a good idea.
  • Fixed boomed Survivors sliding a couple feet away after experiencing an attempt to get jockeyed
    This plugin was already in place, but had an error that would sometimes prevent it from working properly.
    Servers that will keep experiencing this bug after this update should update their Left 4 Downtown extension to the latest version (0.6).
  • Fixed 1v1/2v2/3v3 configs having wrong settings file name
    Tiny derp.
  • Fixed 1v1/2v2/3v3 configs not playing finite event progress sounds
    Ditto.
  • Removed Christmas lights
    Here's hoping for our next Christmas we'll get L4D3 instead of these notorious lights.

Download

Acemod V2 - EQ3-dependant release : You need to have EQ3 installed for Acemod to work(the order of installation doesn't matter) the order of installation matters as of V2 -- EQ3 always comes first, Acemod second
You can find the download links for EQ3 in this thread.


Source code

Sources for all plugins used by Acemod can be found in the official L4D2 Competitive Framework github repo.
Source code for the Left 4 Downtown 2 extension used by Acemod can be found in its official repo.
Source code for the Ladder Rambos extension(the one that allows Survivors to shoot on ladders) used by Acemod can be found in its official repo.
Source code for the Bulldozer Chargers extension(the one that fixes Charger chestbumps) used by Acemod will soon be found in its official repo.


Credits

Version:            V2 - Final (assuming no more bugs are discovered!)
Developer:          Visor   
Ideas:              Visor, Dragon
Plugins:            Visor, Jahze, Sir, CanadaRox, ProdigySim, Tabun, Vintik, Blade, CircleSquared, Jacob, Grego, Griffin 
Stripper:           Tabun, NF, EsToOpi, Jacob, Blade, CircleSquared
« Last Edit: April 03, 2016, 05:30:34 am by Visor »
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

hib

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Re: Acemod V2
« Reply #1 on: April 02, 2016, 07:07:39 pm »
Good fixes by the way. Only thing that's left is a melee limit to 2.

Artifacial

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Re: Acemod V2
« Reply #2 on: April 02, 2016, 07:16:52 pm »
Quote
Source code for the Bulldozer Chargers extension(the one that fixes Charger chestbumps) used by Acemod will soon be found in its official repo.

Not sure if deliberate, but 404. Would be interesting to see the source.

Good release.

edit: I just read what I quoted, disregard  ::) Will be good to look through it though.
« Last Edit: April 03, 2016, 03:18:42 am by Artifacial »

Visor

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Re: Acemod V2
« Reply #3 on: April 03, 2016, 05:06:58 am »
Will be good to look through it though.
Try now.

---

To everyone else: it's best not to fuck around with the only cvar this extension has. Constantly switching its value from 0 to 1 and vice-versa(for testing purposes or w/e) will almost certainly cause a crash. This is because the extension is changing access privileges to read-only sections of memory space in realtime, and one spammy server function is trying to reference said section each time someone physically moves in-game.
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

Atreyu

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Re: Acemod V2
« Reply #4 on: April 03, 2016, 05:11:33 am »
thx visor. good release

koz

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Re: Acemod V2
« Reply #5 on: April 03, 2016, 11:55:36 am »
i don't recall seeing this before in any config, i just noticed today in Acemod2 that while my tank was getting meleed my screen was so damn red, is it something new for this config? cuz it's great
After being part of this community for many years no one has been more of an ignorant and pretentious fool than Sir. One time he banned me for breaking the rules... what a fucking joke.

Visor

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Re: Acemod V2
« Reply #6 on: April 03, 2016, 12:13:53 pm »
It was around since EQ2.
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

strikingserenity

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Re: Acemod V2
« Reply #7 on: April 03, 2016, 05:23:47 pm »
https://www.twitch.tv/dawkins154/v/58292044?t=01h29m30s
Issue with the finale car.  See if you can replicate it on a server that has completely up to date plugins.  This was on Sir's server.

Visor

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Re: Acemod V2
« Reply #8 on: April 03, 2016, 05:53:38 pm »
I don't need to replicate it. It's happening because for whatever reason one of the promod plugins is different in code and binary. Some servers have proper damage, some don't.

Worth noting is that only parish 5 is affected, no other map. So whoever wants to get it fixed, go into your acemod/shared_settings.cfg file and change the line confogl_addcvar hc_bridge_car_damage 6 to confogl_addcvar hc_bridge_car_damage 24 (Acemod cars on the bridge are vanilla, yes)
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

itsSkup

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Re: Acemod V2
« Reply #9 on: April 03, 2016, 10:15:57 pm »
So beforehand let me say that I do enjoy a challenging tank fight and I'm not here to whine or anything like this. I just want to give you my opinion, since this is a thread afterall.

Anyway, the Parish map 2 event tank seems pretty broken right now. Sure, I still have to try out some new stuff etc, but the horde not stopping on tank + the change of spit actually spreading throughout the trailer where you usually camp it out, makes the tank fight a real bitch.

I understood you'd like us to camp like in L4D1, but with spit spreading, the 1 decent camping spot is now rendered quite useless. There are no other decent spots to camp, even if there are you might not be able to reach them because of the tank  spawning percentage. So we're forced to take a tank with a shitload of horde that never stops (240 is a lot). Sure it spices things up a bit, but especially if you play with ping, there's almost no point. A well played tank guarantees a wipe there, at least in my opinion, what do other people think about this?

Also, just another thought, a lot of players in L4D2 never touched L4D1, it's a whole new generation, I get you like L4D1, and tbh it was a really good game, buuut I just don't get why you went from ezpz camping to let's spice things up a bit, and with a bit, I mean a lot. And then both decisions are based on the fact you liked L4D1 more than 2.

Anyway, I'm just curious, so, thoughts?
« Last Edit: April 03, 2016, 10:17:51 pm by itsSkup »

Dusty

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Re: Acemod V2
« Reply #10 on: April 03, 2016, 10:45:06 pm »
Yeah I think horde not stopping during a tank spawn is a bad change, Tank should have to decide to commit almost instantly with remaining horde coming in, or decide to play long during most these events.

Other thoughts

I feel shotgun damage buff was simply too much, I'm not sure of the numbers being used in this, but I feel a number somewhere between vanilla and EQ's now would be much better.

Does acemod not have the plugin to block survivors to stop survivors from getting a melee off on the tank after a tank punch? I believe that it's very annoying.

Probably me or a bad server I played on but smoker tongues seemed randomly much harder to clear for me. Just wondered if maybe anyone else experienced this problem.


plusminus

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Re: Acemod V2
« Reply #11 on: April 03, 2016, 11:35:21 pm »
this might not belong in this thread but just an idea.  to prevent overuse of melees, is it possible to make them degrade as they swing similar to a chainsaw?  allow a low amount of swings to make players choose when is best to use (smoker tongues, circle horde, etc) as opposed to being a hard counter to most SI pending an m2

also what dusty said about getting swings in between tank punches, been sliced before while someone was cornered and i was holding down m1

hib

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Re: Acemod V2
« Reply #12 on: April 04, 2016, 12:46:16 am »
Probably me or a bad server I played on but smoker tongues seemed randomly much harder to clear for me. Just wondered if maybe anyone else experienced this problem.

In that scrim we just played, I shot a smoker 3 times without regging, i know you added to stop friendly fire dmg but there might be a bug within it. I'm going to try to replicate it.

Shotguns should be a bit nerfed. Although there is a 4 uzi unlock, most people have been taking quad shotgun instead of interchanging weapons.

hib

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Re: Acemod V2
« Reply #13 on: April 04, 2016, 01:03:59 am »
My opinion: one of the biggest things that really bugged me about this config is how the tank works so hard to get a corner, only to have a survivor angle himself to jump away to avoid the corner. The tank already has to chase survivors that are quicker than it is already. Was hoping that maybe the tank should be slightly faster than the survivor and have the survivors have that "tactical" jumping as an option.

I understand we got rid of slowdown, but I actually liked that aspect of the game, if you dont shoot the tank to slow him down, you get punished by having him directly in your face.

Acemod is based moreso on incaps which is a good concept but stupid most of the time. Most of what makes this game fun has become rather boring because you work so hard to get a tri cap, only to have 1 person shutdown an SI with an overpowered weapon (shotgun) preventing that from happening. My friends and I played a scrim vs ProdigySim and friends on Death Toll. Well, we got a kill on map 3, only to have the overall bonus affected by 100 points. Seems kind of a joke to me if you ask me. A kill used to represent massive amount of damage to the BONUS, but sadly, now it does not.

Visor

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Re: Acemod V2
« Reply #14 on: April 04, 2016, 05:46:04 am »
Anyway, the Parish map 2 event tank seems pretty broken right now.
I prefer using the correct terminology. So let's replace "broken" with "disfavoured by myself(and possibly someone else)" or "subjectively imbalanced".

I understood you'd like us to camp like in L4D1
Not really. Whatever you heard in-game was in response to some of your "teammates" manifesting their, ehm, "displeasure", in a liberal form. (or simply trying to troll?)

The original game had both good ideas and bad ideas, and I'm not trying to shape this config in strict accordance to one game or another.

but with spit spreading, the 1 decent camping spot is now rendered quite useless. There are no other decent spots to camp, even if there are you might not be able to reach them because of the tank  spawning percentage. So we're forced to take a tank with a shitload of horde that never stops (240 is a lot). Sure it spices things up a bit, but especially if you play with ping, there's almost no point. A well played tank guarantees a wipe there, at least in my opinion, what do other people think about this?
My opinion is that a well-played tank along with well-played SI guarantees a wipe against any team on any config and any map.

Nobody is "forcing" you to do anything actually. You are free, and even encouraged to maneuver around the place, instead of sitting in one corner and spamming melee. Ideologically, there should always be the choice of either waiting out the event(waiting out, not camping out, two wildly different things), or rushing it through and facing the consequences. So, the question is, can you confirm that this principle is not being honoured in Acemod? Is someone tying you up and forcing you to sit in that trailer, and have one player spam melee next to the only entrance, from a relatively secure angle?

If not(and I believe that to be far from the actual case), then the only other scenario I can imagine is the tank spawning straight after you walk out of the trailer. Now that's an actual valid report that should be addressed. But is it really the case? There is a limitation in place that is meant to secure a certain safe buffer(roughly until the first roof where the SI can spawn). If you can confirm with a demo/screenshot/stream etc. that the tank sometimes spawns before that zone, I will address it.

Also, just another thought, a lot of players in L4D2 never touched L4D1, it's a whole new generation, I get you like L4D1, and tbh it was a really good game, buuut I just don't get why you went from ezpz camping to let's spice things up a bit, and with a bit, I mean a lot. And then both decisions are based on the fact you liked L4D1 more than 2.
Again, you're jumping to conclusions based on what I had replied to the typical "promod is so much better than acemod" trolling coming from your teammates. If you or your "friends" can't contain your frustration, and/or express it in a less childish way, then I don't see any point in bothering.

However, you did VERY good when you decided to come here and discuss this in public. I am always willing to discuss any decision I make, and I even prefer to do it on public forums. This is better than replying to trenchant remarks in-game.

Yeah I think horde not stopping during a tank spawn is a bad change, Tank should have to decide to commit almost instantly with remaining horde coming in, or decide to play long during most these events.
This doesn't fall in line with my vision of choice-enabled competitive L4D2. Survivors should be the ones setting up their battlefield, not the config, not the SI. The fact that not all teams have the necessary skill to make it through the whole horde before losing too much HP and being forced to trigger the tank is a different question.

I feel shotgun damage buff was simply too much, I'm not sure of the numbers being used in this, but I feel a number somewhere between vanilla and EQ's now would be much better.
I will look into it.

Does acemod not have the plugin to block survivors to stop survivors from getting a melee off on the tank after a tank punch? I believe that it's very annoying.
It has a plugin that makes the tank fist recharge 30% faster after eating a melee hit. I can tweak it to make it recharge even faster.

Acemod will not use Promod's approach. Suggest a different one if you have some in mind, but nothing that switches survivor guns.

Probably me or a bad server I played on but smoker tongues seemed randomly much harder to clear for me. Just wondered if maybe anyone else experienced this problem.
Nothing in the config that would cause that.

I understand we got rid of slowdown, but I actually liked that aspect of the game
Slowdown is not making a comeback in Acemod.

Acemod is based moreso on incaps which is a good concept but stupid most of the time.
I don't know how you managed to draw such a conclusion. It's "based on incaps" no less and no more than any other config. Perhaps you should try to be a little more specific?

Most of what makes this game fun has become rather boring because you work so hard to get a tri cap, only to have 1 person shutdown an SI with an overpowered weapon (shotgun) preventing that from happening.
I honestly don't know what to reply to you hib. With the same luck you could have complained about pump shotguns being too helpful in ruining 3+1's and quads back in the L4D1 days.

If you want easy wipes, play Calamity I guess. Be warned though that the "easy wipes" part applies in both directions.

My friends and I played a scrim vs ProdigySim and friends on Death Toll. Well, we got a kill on map 3, only to have the overall bonus affected by 100 points. Seems kind of a joke to me if you ask me. A kill used to represent massive amount of damage to the BONUS, but sadly, now it does not.
Without proof, these kind of reports are just trash talk.

If one survivor is dead and three survivors make saferoom with 100 perm HP each, they get 75% of the total bonus, no more no less. Did you play a map worth 200 points distance and went afk after the first attack?..
« Last Edit: April 04, 2016, 05:57:57 am by Visor »
$10 says you aren't anywhere near a controlling position of the L4D3 scene in any continent when it happens.

Thing is he does what he wants, cause his able to and we are letting him do that. He abuses hes place and power in this community and people like me get banned for no reason. Only thing visor wants is more and more control so he can do what ever he wants.

 

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