L4DNation

Competitive => Equilibrium => Topic started by: Visor on October 07, 2013, 06:44:07 pm

Title: Equilibrium 2.0
Post by: Visor on October 07, 2013, 06:44:07 pm
I'll be using this thread to post weekly additions to the config as the cup progresses. Make sure to check in regularly.


Equilibrium

Current version: 2.0 @ 18.11.2013
Intercompatibility: fully compatible with ProMod 3.3.3/3.4
Supported platforms: Linux

Modes included
EQ 2.0 4v4
EQ Retro 2.0 4v4

Download
Playoffs Fresh Installation Package (http://195.88.209.203/eq/eq2_playoffs_fresh_install.7z) (7z)
Upgrade to Playoffs from Week 2 Package (http://195.88.209.203/eq/eq2_playoffs_upgrade_from_week2.7z) (7z)
Github repo >> (https://github.com/Attano/Equilibrium)

Changelog

18.11.2013

14.10.2013

Added EQ Retro 2.0 config. Similar changes as in EQ 2.0, but with a few exceptions:

General EQ changes:

08.10.2013

For those who feel they need to refresh their memory regarding Bacteria sounds, this video is a quick bit of homework:

Left 4 Dead 2 bacterias (http://www.youtube.com/watch?v=UxUUY4iiDqI#)
Title: Re: Equilibrium 2.0
Post by: level7522 on October 08, 2013, 02:36:18 am
i found typo.

sm plguins load optional/l4d2_spec_stays_spec.smx
Title: Re: Equilibrium 2.0
Post by: Visor on October 08, 2013, 10:29:48 am
An issue I have noticed is that, as expected, blocking CTerrorPlayer::OnShovedBySurvivor() isn't reliable enough. Deadstops still go through, mostly when they're stopping damage pounces from a height. A reliable fix meant to remove hunter deadstops from EQ once and for all is planned for the next week.

i found typo.

sm plguins load optional/l4d2_spec_stays_spec.smx

Thanks, will fix for the next release. In the meantime, anyone downloading the package is encouraged to correct it manually.
Title: Re: Equilibrium 2.0
Post by: mads-wm3 on October 08, 2013, 02:12:42 pm
Is this the same bug as in L4D1 (They are getting shoved if they land directly on top of your head) and if so, would you kindly share the fix? O_o
Title: Re: Equilibrium 2.0
Post by: Visor on October 08, 2013, 02:17:11 pm
Is this the same bug as in L4D1 (They are getting shoved if they land directly on top of your head) and if so, would you kindly share the fix? O_o

Eh, if you mean for L4D1, then I may port it over but no promises of when or where. Too busy with EQ2 atm.

However if you mean L4D2 then ofc I will share it, both the binaries and the source code.
Title: Re: Equilibrium 2.0
Post by: mads-wm3 on October 08, 2013, 02:59:28 pm
I mean L4D1 yeah ^^ I know people would appreciate it :) and okay ;)
Title: Re: Equilibrium 2.0
Post by: fig newtons on October 08, 2013, 07:28:01 pm
  • Upon the Tank's spawn, any Spitters in ghost mode will be presented with the option to swap for a different SI class. This can be achieved by pressing the Reload button.
  • Tanks getting damaged with melee weapons will have their screen flicker red.

Well that's pretty cool.
Title: Re: Equilibrium 2.0
Post by: epilimic on October 11, 2013, 09:40:47 pm
I'm curious about all these plugins that you've included that overwrite what I already have. Can you please give a changelog for each one?

Also, you've included a lot of promod vscripts. What have you changed in them and what effect are they going to have in promod?

Third, based on the last release of jahze's static shotgun spread, it completely broke during readyup. Do you have an unreleased fixed version here?

Lastly, what is different about this left4downtown that you've included?

Edit: So the same thing is happening on my server as people are saying is happening on theirs; it's completely broken. Guess I'll be putting my backup on and removing eq until you can get all of this sorted out.
Title: Re: Equilibrium 2.0
Post by: NF on October 11, 2013, 10:10:15 pm
Two things I've noticed about EQ so far:

- Scoring seems... weird. Sometimes teams will get bonuses for wiping? Is this intentional?
- Witches don't spawn on every map. In fact, they rarely spawn at all, maybe once in a 5 map campaign.

Not sure if the servers I played on installed it wrong or what.
Title: Re: Equilibrium 2.0
Post by: Sir on October 12, 2013, 03:28:32 am
Haven't seen the issues you guys are describing, possibly in one of the older versions though.

@Epi, Static spread was dropped in the last update.
The Left4DownTown version is equipped with a more efficient way of altering slowdown, plus it's used to slowdown Tanks in Water.
Title: Re: Equilibrium 2.0
Post by: Visor on October 12, 2013, 04:57:39 am
1. I'm curious about all these plugins that you've included that overwrite what I already have. Can you please give a changelog for each one?

2. Also, you've included a lot of promod vscripts. What have you changed in them and what effect are they going to have in promod?

3. Third, based on the last release of jahze's static shotgun spread, it completely broke during readyup. Do you have an unreleased fixed version here?

4. Lastly, what is different about this left4downtown that you've included?

Edit: So the same thing is happening on my server as people are saying is happening on theirs; it's completely broken. Guess I'll be putting my backup on and removing eq until you can get all of this sorted out.

1. botpopstop.sp- is meant to block bots from eating pills instead of tricking them by removing them. However this wasn't my "fix" and it proved it out to be broken. I will restore the original version next week, in the meantime you can do it manually.
l4d2_si_ffblock.sp - added a cvar to control witch FF among SI, doesn't break anything PM related
l4d2_spec_stays_spec.sp - removed redundant chat prints
l4d2_unsilent_jockey.sp - some adjustments by Sir
l4d2_weapon_attributes.sp - includes unlocked shotgun pellet parameters
l4d_tank_control.sp - substitutes put at the back of the tank lottery queue

2. Estoopi pointed out that the Customogl in EQ repo was outdated, so I just copy-pasted everything from the PM repo. I haven't changed anything in vscripts, they're there just for consistency.

3. No, we've encountered different issues during testing, so we scrapped static shotgun spread entirely from 2.0. It will eventually come back, but not during this cup.

4. As Sir described. Plus I'm going to make another commit today, which will include a detailed readme + a more reliable hunter block function, global melee unlocker(no addons for that needed anymore) and a surprise functionality that's been gone since the last major update in July. It will make streamers' HUDs slightly prettier, just as they were before the update.

Two things I've noticed about EQ so far:

- Scoring seems... weird. Sometimes teams will get bonuses for wiping? Is this intentional?
- Witches don't spawn on every map. In fact, they rarely spawn at all, maybe once in a 5 map campaign.

Not sure if the servers I played on installed it wrong or what.

1. It's not. You're probably running a beta version. Try using the scoremod plugin from the archive I poseted. Or even better, the entire archive, because it won't break anything for other configs.

2. That's actually intentional. We posted that as a feature, yes, but in the end I have decided to leave that up to the server admins. Firstly because there are too many variations of the boss percent atm(mine, raechers, canada's etc) and I can't vouch for either of them but mine and thus I'm unable to adapt the config to all of them.

Second, we were actually considering dropping witches entirely for EQ2.1 or at least limiting them back to how they were before the universal trend of forcing them everywhere took over(at the time I still believed fixing them would be "worth the weight"). Maybe on tick 30 their behaviour is still acceptable but with the universally accepted tick 60 in EU/RU, their AI looks like it's relying on a random number generator. Random entities should not belong to comp configs.
Title: Re: Equilibrium 2.0
Post by: NF on October 12, 2013, 05:32:33 pm
Thanks. One more question: Are spawn timers supposed to be lowered? The EQ server I played on had 15 second spawn timers, but I don't see anything in the changelog. It was the same server that had the health bonus glitch I mentioned, so it might just be that that server is messed up.
Title: Re: Equilibrium 2.0
Post by: Visor on October 14, 2013, 11:22:52 am
Scheduled Week 2 config update released. Details in the first post.

Includes the mandatory EQ 2.0 Retro. All server admins are encouraged to update ASAP!
Title: Re: Equilibrium 2.0
Post by: epilimic on October 15, 2013, 01:11:49 pm
I know you just re-did your anti deadstop plugin, I was wondering though how this one stands up against it. I think that if you're disabling m2's I really like the idea of being able to deadstop hunters from short pounces but not from large ones. This plugin looks really neat:

https://forums.alliedmods.net/showthread.php?p=1257376

Any chance you might consider adapting a similar function?

Also is the whole complete-server-death fixed with yesterday's release?
Title: Re: Equilibrium 2.0
Post by: Visor on October 15, 2013, 01:40:43 pm
I know you just re-did your anti deadstop plugin, I was wondering though how this one stands up against it. I think that if you're disabling m2's I really like the idea of being able to deadstop hunters from short pounces but not from large ones. This plugin looks really neat:

https://forums.alliedmods.net/showthread.php?p=1257376

Any chance you might consider adapting a similar function?

For EQ2.0, we've decided to disable every and all possible deadstops, so any changes in this regard would be up for debates in future releases.

Also is the whole complete-server-death fixed with yesterday's release?

I wasn't able to replicate it. My Moscow and London servers are doing fine, same goes for Sir's NL/NY/Dallas servers, plus PWG, L4D2TV and some Asian servers. If you want to locate the issue, start up your server with -debug in command line options. The resulting core dump will include all the necessary information for backtracing the issue.

Also, initially you've been saying that static shotgun spread was behind the crashes, but it's not even used in the final release of EQ2.0.
Title: Re: Equilibrium 2.0
Post by: epilimic on October 15, 2013, 01:54:37 pm
I never said static spread was crashing eq, static spread in general is causing issues during readyup. Basically what's happening is halfway through readyup (as in 2-5 people) have readied, the readyup panel completely disappears and I'm unable to !forcestart, !resetmatch, or anything, and everyone is stuck in a readyup state. It produces nothing in error logs so I don't know if its static spread having an issue with readyup or vice versa.

EQ itself killed my entire server on load. Also happened to icy, canadarox, AG, and another friend. My guess was left4downtown that you included because once I installed EQ I was unable to load any config, they all died instantly. I didn't check everything individually but when I reverted l4dto and your plugin versions back to what I had, everything works again.
Title: Re: Equilibrium 2.0
Post by: Visor on October 15, 2013, 02:05:45 pm
EQ itself killed my entire server on load. Also happened to icy, canadarox, AG, and another friend. My guess was left4downtown that you included because once I installed EQ I was unable to load any config, they all died instantly. I didn't check everything individually but when I reverted l4dto and your plugin versions back to what I had, everything works again.

Try with the new version. As an additional measure, kill the srcds process instead of just rebooting the server. Let me know if it crashes again.

Some verified SM+MM builds:
MetaMod:Source v1.10.0-devV, Stripper v1.2.2, SourceMod v1.6.0-dev+3935
MetaMod:Source v1.9.3-devV, Stripper v1.2.2, SourceMod v1.6.0-dev+4134
Title: Re: Equilibrium 2.0
Post by: epilimic on October 15, 2013, 02:29:23 pm
Will do when I get home tonight, and I always kill it and start fresh :)

I'm using SM 1.60-hg3944 and MM 1.10-hg849
Title: Re: Equilibrium 2.0
Post by: epilimic on October 25, 2013, 12:11:19 pm
Had some time to update stuff and whatnot, EQ is still causing crashes. I should say rather that the left4downtown you've included is crashing every config on our servers. I've rolled it back to my working copy so for those of you playing EQ on the Apocalypse Gaming servers, the config may not work 100%.

Still on the same MM as posted above, but I have updated SM to -hg4140
Title: Re: Equilibrium 2.0
Post by: Visor on October 25, 2013, 02:00:58 pm
I have no clue why it's causing crashes for you. And I'm afraid servers without the latest L4DT do not qualify for official EQ matches. A major feature -- hunter deadstop blocking -- is not reliable enough without it. Same goes for tank slowdown in the water. It won't be possible at all.
Title: Re: Equilibrium 2.0
Post by: stabs on October 25, 2013, 03:49:08 pm
Out of curiosity, did you try simply changing versus_shove_hunter_fov_pouncing instead of doing extension work, and if so did it not work in some situation?
Title: Re: Equilibrium 2.0
Post by: Sir on October 25, 2013, 03:55:51 pm
Out of curiosity, did you try simply changing versus_shove_hunter_fov_pouncing instead of doing extension work, and if so did it not work in some situation?

That method was tried way back, I believe it was also used in L4D1 for a "first attempt"
From what I recall, in combination with the standard OnShovedBySurvivor it would block quite a few pounces, but not all of them.

Also, I've been asking around and people seem to have no issues installing it, so there must be something else colliding.
I'm pretty sure there should be something in your logs epi. :/
Title: Re: Equilibrium 2.0
Post by: epilimic on October 25, 2013, 07:17:21 pm
My logs are clean, no errors. I have no other issues with anything, and it all works until updating to this l4dto.
Title: Re: Equilibrium 2.0
Post by: Sir on October 28, 2013, 05:17:26 am
My logs are clean, no errors. I have no other issues with anything, and it all works until updating to this l4dto.

I'd like to continue on this one as there's been people reporting to me that my Promod server guide is crashing people their servers as well.
Replacing Left4DownTown2 resolves the issue.
Logs were usually clean as well.

Reported Gameserver Companies:
- Gameservers.com
- EOReality.net

A few facts here;

Server Owners with the latest Left4DownTown2 Crashing on them: rented GameServers.
Server Owners with the latest Left4DownTown2 Working just fine: rented VPS/Dedicated Servers.

The issue is an "ELF file OS ABI invalid error" and is related to the libraries/setup on the Linux Install.
You're unlikely to get any help on this from a GameServer company as it'd require them to "change" internal stuff, but you can always try.

Title: Re: Equilibrium 2.0
Post by: Visor on October 28, 2013, 06:10:08 am
Good job on figuring this out Sir.

From what I understand, this can be solved in two ways:
1. Updating the glibc library as suggested by google. Would require gameserver companies to bother and is generally not too flexible of a solution.
2. Recompiling the extension with an older compiler, using glibc 2.13 max(newer versions use the newer ABI). Nobody is recommending this because the new Linux ABI loader seems to be much better than the older System V ABI. However, it would render the extension universally compatible and I think it's worth doing so.

If someone has an older compiler, please do not hesitate to help your fellow forumites.
Title: Re: Equilibrium 2.0
Post by: epilimic on October 28, 2013, 09:46:06 am
I'd like to continue on this one as there's been people reporting to me that my Promod server guide is crashing people their servers as well.
Replacing Left4DownTown2 resolves the issue.
Logs were usually clean as well.

Reported Gameserver Companies:
- Gameservers.com
- EOReality.net

A few facts here;

Server Owners with the latest Left4DownTown2 Crashing on them: rented GameServers.
Server Owners with the latest Left4DownTown2 Working just fine: rented VPS/Dedicated Servers.

The issue is an "ELF file OS ABI invalid error" and is related to the libraries/setup on the Linux Install.
You're unlikely to get any help on this from a GameServer company as it'd require them to "change" internal stuff, but you can always try.

To note: this also happened when we had a vds on nfoservers (both on the ltd servers that pvtschlag setup and my personal server that I setup)

eoreality is really good about helping to get stuff sorted out and have been absolutely fantastic in taking care of us. I'll submit a ticket and see if we can get it fixed up, thanks.
Title: Re: Equilibrium 2.0
Post by: Visor on November 11, 2013, 07:38:45 am
All servers admins should update their Stripper files with Warcelona and Dam It fixes(estoopi's commit): https://github.com/Attano/Equilibrium/tree/master/cfgogl/eq/stripper/maps

This is mandatory for all official EQ games!
Title: Re: Equilibrium 2.0
Post by: epilimic on November 16, 2013, 12:44:40 am
Ok so I installed debian on vmware and recompiled left4downtown from your git using 2.13 libraries. While it doesn't crash my server, the anti-deadstop definitely doesn't work 100%. I loaded up my deadstop announce plugin so I could see the prints to be sure its even registering the deadstop, and it is. Here's a small demo showing some pounces successfully landing with the deadstop print, and some pounces still being deadstopped: http://buttsecs.org/1.dem (http://buttsecs.org/1.dem)

Here's my version of l4dt2: http://buttsecs.org/left4downtown.ext.2.l4d2.so (http://buttsecs.org/left4downtown.ext.2.l4d2.so)

What it did fix though was the server instantly crashing on config load, and also the tank being melee'd from behind now flashes the tank red instead of the survivors.

My error logs are still clean (aside from some incorrect cvars you have anyway).

I re-downloaded the latest copy of eq as well, to be sure.
-> http://195.88.209.203/eq/eq2_week2_fresh_install.zip (http://195.88.209.203/eq/eq2_week2_fresh_install.zip)

I also made sure that my gamedata is from your git as well.

What now?
Title: Re: Equilibrium 2.0
Post by: Visor on November 16, 2013, 12:17:15 pm
I suggest you compile my no deadstop plugin (https://github.com/Attano/Equilibrium/blob/master/source/l4d2_no_hunter_deadstops.sp), setting the DEBUG define at true. This should give you a good idea if the deadstop detection failed or the block itself failed. The reason your deadstop announcer isn't a good indicator is because it relies on the player_shoved event, whereas to block a deadstop, you need to detect it before said event has fired; thus the algorithms differ wildly. And this is why shit is tricky: there are two game functions creating this event.

The L4DT forward of the first game function, OnPlayerShovedBySurvivor, was probably added by ProdigySim or AtomicStryker long time ago. The second one is CTerrorWeapon::OnHit, which was added by me. Blocking one of them doesn't always do the trick, but blocking both does. Now, since deadstop angles are controlled by two cvars, versus_shove_hunter_fov and versus_shove_hunter_fov_pouncing, it would be reasonable to expect the second cvar to be used for all deadstops. However, this is not the case. Turns out, hunter deadstops were always broken in L4D2 and probably L4D1 too: the first cvar's value, responsible for ground shoves, is often applied to airborne hunters. The reason why this is happening is unknown to me, but I do know for a fact that it's happening, and it's the reason why blocking OnPlayerShovedBySurvivor doesn't always prevent deadstops. The boolean which is responsible for the "choice" between the two cvars in this forward (https://github.com/Attano/Left4Downtown2/blob/master/scripting/include/left4downtown.inc#L408) is taken directly from the game itself and, as testing revealed, is not at all accurate.

Thus we need a better algorithm to detect hunters midair. I will try something I have on my mind, so stay tuned.
Title: Re: Equilibrium 2.0
Post by: epilimic on November 16, 2013, 01:56:28 pm
did some testing:

muttlęy playing sequence 67
Invoked L4D_OnShovedBySurvivor on muttlęy
^didnt block

muttlęy playing sequence 67
Invoked L4D_OnShovedBySurvivor on muttlęy
^didnt block

muttlęy playing sequence 11
muttlęy playing sequence 11
^blocked

muttlęy playing sequence 8
muttlęy playing sequence 49
muttlęy playing sequence 49
^blocked

muttlęy playing sequence 11
muttlęy playing sequence 47
muttlęy playing sequence 47
^blocked

muttlęy playing sequence 67
Invoked L4D_OnShovedBySurvivor on muttlęy
^didnt block

muttlęy playing sequence 67
Invoked L4D_OnShovedBySurvivor on muttlęy
^didnt block

muttlęy playing sequence 67
Invoked L4D_OnShovedBySurvivor on muttlęy
^didnt block
Title: Re: Equilibrium 2.0
Post by: Visor on November 16, 2013, 07:20:56 pm
Silly question, but did you compile my L4DT using AMBuild or Makefile? I haven't updated the AMBuild script with new files and, in your case, the second shove forward doesn't seem to be firing at all.
Title: Re: Equilibrium 2.0
Post by: epilimic on November 17, 2013, 12:10:22 am
I used Makefile.
Title: Re: Equilibrium 2.0
Post by: Visor on November 18, 2013, 01:41:18 pm
EQ2.0 playoffs revision released.
Title: Re: Equilibrium 2.0
Post by: CanadaRox on November 19, 2013, 09:28:57 pm
Whatever server I just played on seems to have a problem with scoring:

[EQSM :: R#2 Progress] HB: 150 <12.5%> | DB: -225 <-56.0%>

and then about a minute later in the same round

[EQSM :: R#2 Progress] HB: 27 <2.2%> | DB: -168 <-41.8%>

(Damage Bonus went up if it isn't clear)


Also on map 3 they had a positive HB but negative DB and ended up with 0 points.
Title: Re: Equilibrium 2.0
Post by: Visor on November 20, 2013, 10:15:55 am
Whatever server I just played on seems to have a problem with scoring:

[EQSM :: R#2 Progress] HB: 150 <12.5%> | DB: -225 <-56.0%>

and then about a minute later in the same round

[EQSM :: R#2 Progress] HB: 27 <2.2%> | DB: -168 <-41.8%>

(Damage Bonus went up if it isn't clear)


Also on map 3 they had a positive HB but negative DB and ended up with 0 points.

I have a bunch of checks to avoid negative values, so the most likely source that could originate from are messed up netprops/internal props. Whatever server that was, the first thing its owner should do is check the l4d2_direct gamedata. I haven't included it in the package, but the latest version is required. Otherwise, any cases of survivors being hanged(where L4D2Direct_GetPreIncapHealthBuffer() would be involved), are likely to cause this mess, as demonstrated here (https://github.com/ConfoglTeam/l4d2_direct/blob/master/scripting/include/l4d2_direct.inc#L613).
Title: Re: Equilibrium 2.0
Post by: Visor on November 23, 2013, 10:56:24 am
To all those who downloaded the playoffs package before 23rd November:

You must update your boss_equalizer.smx! A critical bug with long custom map names was found which is addressed in the latest fix. Grab it from either one of the available packages!

Additionally, there's a mistake in confogl_plugins.cfg for both eq and eqretro folders. The line
Code: [Select]
sm plugins load optional/boss_equalizer.smx
must be rearranged in a way that will make it execute after the readyup.

If you're not sure what to do, just find
Code: [Select]
sm plugins load confoglcompmod.smx
and replace it with
Code: [Select]
sm plugins load optional/boss_equalizer.smx
sm plugins load confoglcompmod.smx

Aside from this, mapinfo and Stripper files with Dead Before Dawn support were added. Please grab them from the packages as well.

If you've yet to download the package, don't bother with anything written above. It doesn't affect you.
Title: Re: Equilibrium 2.0
Post by: Visor on November 26, 2013, 09:52:22 am
The issue with negative damage bonus has been found and fixed. Turned out to be a silly derp.

The playoffs packages will remain outdated on this one. So make sure to grab the fix straight from my git.

Source (https://github.com/Attano/Equilibrium/blob/master/source/eq2_scoremod.sp)
Binary (https://github.com/Attano/Equilibrium/raw/master/plugins/optional/eq2_scoremod.smx)
Title: Re: Equilibrium 2.0
Post by: High Cookie on December 08, 2013, 06:38:35 am
EQ bonus seems pretty fucked on the Aus servers.

I had a game after the tank, the other team had 12% health bonus and 100% damage bonus. Apparently we didn't do any damage to them, to get them down to 12% health bonus.

Then we managed to incap 2 of them, their DB went down to 50%, but once they got picked up, it went back up to 100%.

It eventually did go to 90%, but it seemed to be for no reason.

The admin of the server assures me that EQ is best config and that it installed properly. If that is the case then it absolutely nothing to do with damage and is about as balanced as a config that gives out bonus based on player names.

Here is Demo: https://db.tt/yLgrpkTR

skip to about 23000-ish to see the double incap followed by 100% DB (and the map is Carried Off)

EDIT: I worked out what is wrong, after patching my server to the latest EQ (to remove the negative DB bug). It only counts damage on survivors after their first incap. As long as survivors take pills you can do 600 damage (the closest I got with bleed out was about 590) and the survivors will still have 100% "damage" bonus, lol.

Title: Re: Equilibrium 2.0
Post by: Artifacial on December 08, 2013, 07:05:02 am
I was asked to post here after the above game. At the very least, even if it is a functioning bonus system (which I'm dubious of), there is mass confusion over how it works, and I can't pick up any sort of consistency. This is on a server that Visor himself installed EQ on, so there's no question of it being installed incorrectly. After the first round of the above game, each of the survivors on temp health had been incapped once or twice (from memory I think two were probably incapped twice).

Amount of health they had: http://i2.minus.com/iBU6cxI4dKCkD.jpg (http://i2.minus.com/iBU6cxI4dKCkD.jpg)
Their bonus: http://i1.minus.com/ibgzclSeY6asRp.jpg (http://i1.minus.com/ibgzclSeY6asRp.jpg)

I can't see how we could have done any more damage to them short of killing them, and yet the DB portion of their total bonus is sitting on ~87%. It's fairly frustrating approaching the end of the map seeing the DB sit on 100 percent and the HB close to zero, attacking temp health (because apparently attacking perm does nothing to DB) and still see the DB barely go down. They're essentially attacks that do nothing.

edit: damage taken after incap, gg next thread.
Title: Re: Equilibrium 2.0
Post by: Dragon on December 08, 2013, 10:30:35 am
EQ bonus seems pretty fucked on the Aus servers.

I had a game after the tank, the other team had 12% health bonus and 100% damage bonus. Apparently we didn't do any damage to them, to get them down to 12% health bonus.

Then we managed to incap 2 of them, their DB went down to 50%, but once they got picked up, it went back up to 100%.

It eventually did go to 90%, but it seemed to be for no reason.

The admin of the server assures me that EQ is best config and that it installed properly. If that is the case then it absolutely nothing to do with damage and is about as balanced as a config that gives out bonus based on player names.

Here is Demo: [url]https://db.tt/yLgrpkTR[/url]

skip to about 23000-ish to see the double incap followed by 100% DB (and the map is Carried Off)

EDIT: I worked out what is wrong, after patching my server to the latest EQ (to remove the negative DB bug). It only counts damage on survivors after their first incap. As long as survivors take pills you can do 600 damage (the closest I got with bleed out was about 590) and the survivors will still have 100% "damage" bonus, lol.


I was asked to post here after the above game. At the very least, even if it is a functioning bonus system (which I'm dubious of), there is mass confusion over how it works, and I can't pick up any sort of consistency. This is on a server that Visor himself installed EQ on, so there's no question of it being installed incorrectly. After the first round of the above game, each of the survivors on temp health had been incapped once or twice (from memory I think two were probably incapped twice).

Amount of health they had: [url]http://i2.minus.com/iBU6cxI4dKCkD.jpg[/url] ([url]http://i2.minus.com/iBU6cxI4dKCkD.jpg[/url])
Their bonus: [url]http://i1.minus.com/ibgzclSeY6asRp.jpg[/url] ([url]http://i1.minus.com/ibgzclSeY6asRp.jpg[/url])

I can't see how we could have done any more damage to them short of killing them, and yet the DB portion of their total bonus is sitting on ~87%. It's fairly frustrating approaching the end of the map seeing the DB sit on 100 percent and the HB close to zero, attacking temp health (because apparently attacking perm does nothing to DB) and still see the DB barely go down. They're essentially attacks that do nothing.

edit: damage taken after incap, gg next thread.


After reviewing the demo and the screenshots provided, there seems to be nothing inaccurate about the final bonus. It would help if it were at all possible to see the actual health bars and their state of perm/temp throughout the whole map to get a truly accurate gauge on what happened. But there were no incaps on the survivors until the 3rd attack away from the safe room (this was after the tank fight).

Everyone knows that when a survivor has any amount of temp health as well as perm, it's always the perm health that gets shredded first before temp, because that's how the vanilla health mechanics of the game work. Because there were no incaps until 3 attacks away from the safe room, then it stands to reason that the DB wouldn't be lowered until those 2 survivors were attacked again once they were back on their feet.

Although the drop down to 50% seems weird and something I've not seen before, Visor tells me that it subtracts the survivor(s) share of their DB whenever they are incapped/killed. When the !health cmd showed 50% DB, it coincides with 2 survivors lying on the ground incapped (and I presume when someone said "75%" it was because they probably typed !health themselves when there was only 1 survivor left on the ground). In that specific attack, coach took the first incap and it only took one or two ticks of smoker damage to incap him, whilst nick had 1 hp when a charger handed him his 1st incap.

The last 2 attacks before safe room barely did anything at all, the only moments that looked as though DB was being lowered was when nick ran through spit (!health cmd was used and the DB was down to about 180), and then he and coach (both on about 1-2 hp each) then went down again and were black and white, but that was the last attack. All survivors made the safe room, the DB was 174 as seen in the screenshot.

It's hard to tell what else happened to the survivors' health because the demos don't tell the entire story. But based on there being no incaps until late into the map and only minimal damage to temp health afterwards, it seems pretty accurate to me and Visor.


Title: Re: Equilibrium 2.0
Post by: CanadaRox on December 08, 2013, 01:53:34 pm
Although the drop down to 50% seems weird and something I've not seen before, Visor tells me that it subtracts the survivor(s) share of their DB whenever they are incapped/killed. When the !health cmd showed 50% DB, it coincides with 2 survivors lying on the ground incapped (and I presume when someone said "75%" it was because they probably typed !health themselves when there was only 1 survivor left on the ground). In that specific attack, coach took the first incap and it only took one or two ticks of smoker damage to incap him, whilst nick had 1 hp when a charger handed him his 1st incap.

Assuming the EQ scoring plugin follows the same idea that previous scoring plugins used, !health only reports what the bonus would be if the round ended when !health was used.  So if the scoring handles incaps at the end in a special way which sounds like it is the case, !health during an incap will likely be very different from when they get picked back up again.  Pro Mod's HB has the same thing (at least on finales) and my DB plugin has the same thing with hanging incaps.

tl;dr: !health can show weird things during the round but still gives the intended final bonus and has done so for a while.
Title: Re: Equilibrium 2.0
Post by: epilimic on December 15, 2013, 08:08:13 pm
L 12/15/2013 - 19:31:18: [SM] Native "SDKHooks_DropWeapon" reported: Weapon 897 is not owned by client 17
L 12/15/2013 - 19:31:18: [SM] Displaying call stack trace for plugin "l4d2_drop_secondary.smx":
L 12/15/2013 - 19:31:18: [SM]   
L 12/15/2013 - 19:44:17: [SM] Native "SDKHooks_DropWeapon" reported: Invalid entity index -1 for weapon
L 12/15/2013 - 19:44:17: [SM] Displaying call stack trace for plugin "l4d2_drop_secondary.smx":
L 12/15/2013 - 19:44:17: [SM]   


getting a fair amount of this spamming logs
Title: Re: Equilibrium 2.0
Post by: Visor on December 16, 2013, 06:25:55 am
I'll look into it. That's a plugin from a semi-released EQ1.4 and was written by Jahze, so I didn't even touch the source.
Title: Re: Equilibrium 2.0
Post by: epilimic on December 19, 2013, 12:23:13 am
What's the word on left4downtown? Any ETA on when it might be fixed?