Author Topic: Pro Mod 4.2  (Read 28466 times)

estoopi

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Re: Pro Mod 4.2
« Reply #45 on: December 19, 2014, 10:51:41 am »
I think the new hordes is an improvement.  There seems to be quite a bit more horde when you get boomed and it seems to require more teamwork to keep the team moving when someone gets boomed.

Ramirez™

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Re: Pro Mod 4.2
« Reply #46 on: December 19, 2014, 10:53:32 am »
Hmmm thanks for the feedback guys, but I'm not really sure how I can incorporate those links into pro mod. Add me on steam and let's see what we can figure out.
Wow i can't wait to access viagraonline through promod! Thanks josecob.

Moscow

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Re: Pro Mod 4.2
« Reply #47 on: December 19, 2014, 06:55:50 pm »
I'm surprised it hasn't been mentioned here yet, but the charger chest bump doesn't seem fixed at all. Even at long range I'm still bouncing off people.

http://www.youtube.com/watch?v=Cjnp1-5sVyI#

Jacob

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Re: Pro Mod 4.2
« Reply #48 on: December 19, 2014, 07:21:27 pm »
I'm surprised it hasn't been mentioned here yet, but the charger chest bump doesn't seem fixed at all. Even at long range I'm still bouncing off people.

http://www.youtube.com/watch?v=Cjnp1-5sVyI#


I think there is a 2nd check for the chest bump which has something to do with if another SI is capping / attempting to cap the survivor. As you can see in your video, the person you tried to charge had a tongue on them / going for them. It should happen much less frequently now though.

sinclair

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Re: Pro Mod 4.2
« Reply #49 on: December 19, 2014, 07:25:33 pm »
I think there is a 2nd check for the chest bump which has something to do with if another SI is capping / attempting to cap the survivor. As you can see in your video, the person you tried to charge had a tongue on them / going for them. It should happen much less frequently now though.
actually i was pulled, he was clearing it, if u pause the video at the end it says he insta cleared me if u dont believe me plz believe me im a truthful and honest guy

Moscow

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Re: Pro Mod 4.2
« Reply #50 on: December 19, 2014, 07:27:08 pm »
Nevermind. Shade2fast.

ElusivΣ

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Re: Pro Mod 4.2
« Reply #51 on: December 19, 2014, 09:28:08 pm »
Ender would you mind reviewing the code for me and seeing whats wrong?
Here's the source: https://github.com/jacob404/myplugins/blob/master/charger_chestbump_fix.sp
And the gamedata: https://github.com/jacob404/myplugins/blob/master/gamedata/charger_chestbump.txt

You will need IDA to look through the server_srv.so. Let me know if you find the cause of the problem, or a more logical answer than the one I supplied. In the mean time I will continue with my theory that there is more than one condition for a chest bump to occur, and trying to see if I can find it.

Might something with this bit of code.  I don't even fucking know because I'm unfamiliar with the syntax.
Code: [Select]
if (!pTarget)
SetFailState("Couldn't find the 'ChargerCollision_Sig' address");

new iOffset = GameConfGetOffset(hGamedata, "HandleCustomCollision_TooShortCheck");

pTarget = pTarget + (Address:iOffset);

new FirstByte = LoadFromAddress(pTarget, NumberType_Int8);

switch(FirstByte)


And btw great job so far for trying to find a fix.  Some people are just ungrateful and expect perfection the first time you try to fix something.  Good work so far and keep it up ;)
« Last Edit: December 19, 2014, 09:31:47 pm by ElusivΣ »

Visor

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Re: Pro Mod 4.2
« Reply #52 on: December 20, 2014, 05:48:27 am »
There's actually more than one, perhaps even more than 2 places where the chestbump is triggered. I felt like the intent was to patch "controversial" cases, not all of them. Patching all of them doesn't seem right. It's like removing the ability to cut the tongue or the boomer explosion stumbling nearby SI. It's part of the 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.

Dusty

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Re: Pro Mod 4.2
« Reply #53 on: December 20, 2014, 06:57:32 am »
Quote
Patching all of them doesn't seem right. It's like removing the ability to cut the tongue or the boomer explosion stumbling nearby SI. It's part of the game.

That is a weak argument for not removing something from the game. If that's what you believe might as well never play promod or any type of confogl. If the charger gets close enough to be touching the survivor through good distraction or spawn, he deserves to land the charge. Touching the charger and not being able to get charged is not some sort of skillful mechanic. It rewards bad positioning and awareness.

NF

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Re: Pro Mod 4.2
« Reply #54 on: December 20, 2014, 07:37:36 am »
Valve probably intended the chest bump so that a Charger couldn't spawn around a corner and almost instantly charge you before you can really react. However, competitive players can often predict and prepare for those Charger spawns (for example, by pulling your melee out or ghosting as you approach a corner) so I'm not sure chest bumps are completely necessary for competitive players of sufficient skill, though it's a decent idea for public play.

Visor

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Re: Pro Mod 4.2
« Reply #55 on: December 20, 2014, 08:47:09 am »
meh
How about removing M2 on hunters then? Skilled survivors can always rely on aim. And if the hunter gets close enough to be touching the survivor through good distraction or spawn, he deserves to land the pounce. Touching the hunter with M2 and not being able to get pounced is not some sort of skillful mechanic. It rewards bad positioning and awareness.

Or how about removing the slowdown on tank? Skilled survivors with good awareness and positioning can always juke or otherwise avoid the tank. If the tank gets close enough to be touching the survivor through good distraction or spawn, he deserves to land the punch. Shooting the tank and not being able to be within the fist's reach is not some sort of skillful mechanic. It rewards bad positioning and awareness.

I think the above should all be implemented in Promod. And if you believe otherwise, might as well never play promod or any type of confogl. Oh wait... All of that is already implemented in EQ. But you don't seem to like it. How ironic.

No offense, but you're a typical "upper rank" Promod player with double standards. You would only agree to certain changes that fit yourself and protest against the other, even if the reasoning behind both is literally the same.
« Last Edit: December 20, 2014, 08:50:42 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.

Jacob

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Re: Pro Mod 4.2
« Reply #56 on: December 20, 2014, 08:52:21 am »
The particular block that I patched out seems to be an oversight from valve in my opinion. It basically takes the cvar of z_charge_too_short (which valve set to 0) and multiplies it by 2. The problem with that is that you can be closer than 0 units from a survivor in some instances. You can't set the value to a negative number because -x * -x = x^2. Whether or not they accounted for units being closer than 0 units is debatable and we won't really know unless someone from valve were to post here and tell us.

As for if there are other instances calling the chest bump (as myself and visor both suspect), I will review what exactly are the triggers for those and determine whether or not removing them is a good or bad thing. I know that the condition I listed before (someone getting up from a cap or the like) is a possible cause for a chest bump and I don't intend on patching it because I don't like the idea of rewarding that. So yes, the amount of charger chest bumps you get should be reduced, and the ones that we removed are the controversial ones where someone runs into you while you are starting your charge and it is cancelled. If those are still occurring then there is probably something wrong with where we are jumping to or maybe we have to jump earlier in the code.

@parky + purpletree + killerbeast  ;)

@Ender If I took away anything from what you posted it's this quote. I will be much more selective with my posts now. Thanks!

Simply choose your words wisely. You want all the bitching to stop? Make it seem like you know what you're doing.

estoopi

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Re: Pro Mod 4.2
« Reply #57 on: December 20, 2014, 10:55:23 am »
Were that many people complaining about the chest bump?  It seems to be a pretty predictable/non-random mechanic in the game.  Maybe we should just leave it in?

estoopi

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Re: Pro Mod 4.2
« Reply #58 on: December 20, 2014, 01:30:11 pm »
All my m2s feel like ghost m2's to me hehe... actually most things i do in this game feel like luck :/

I say we keep m2's... and although I like the idea of no tank slowdown, I still don't feel like we see enough safe rooms..   Our scoring system is heavily based on saferoom health bonus.  I'm not sure what the ratio of HB-to-Distance points is but It seems like we might want to aim for a similar ratio of saferooms-to-wipes.

I know a lot of people complain that the new holdout finales are stupid because they are "too easy" ... but I think it's safe to declare the measuring HB at the end of an "easy" finale is still a better indication of who was a better team than measuring who was able to get to he second tank but still have no chance in killing it :/

Jacob, I still think your thoughts on a balanced config that all tiers can play on is a good focus.  Also, I think you can disregard most people's opinions and do what you want.  Even my opinions.  Your the one doing the work... and NF.

Dusty

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Re: Pro Mod 4.2
« Reply #59 on: December 20, 2014, 02:26:19 pm »
Quote
I say we keep m2's... and although I like the idea of no tank slowdown, I still don't feel like we see enough safe rooms..   Our scoring system is heavily based on saferoom health bonus.  I'm not sure what the ratio of HB-to-Distance points is but It seems like we might want to aim for a similar ratio of saferooms-to-wipes.

I know a lot of people complain that the new holdout finales are stupid because they are "too easy" ... but I think it's safe to declare the measuring HB at the end of an "easy" finale is still a better indication of who was a better team than measuring who was able to get to he second tank but still have no chance in killing it :/

The more saferooms that are made by survivors, the better our scoring system does at letting the better team win. The tank should be a tool to do more damage. Not a no slowdown, flips games on their head with flying hittables type of thing (my opinion).

 

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