Author Topic: Equilibrium 2.0  (Read 21902 times)

Visor

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Equilibrium 2.0
« 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 (7z)
Upgrade to Playoffs from Week 2 Package (7z)
Github repo >>

Changelog

18.11.2013
  • Scoremod updated; the damage bonus fraction of the overall bonus now depends on the number of living Survivors(DB/team_size). It still acts as DB though, meaning that there's no distribution of bonus fractions per survivor(like HB). Continued targeted attacks against a single Survivor will still be able to deplete the entire DB Survivors have on their account.
  • Added the Boss Percentage Equalizer. Players must type !cup in chat to commence the respective vote. Static spawns are downloaded from a remote resource.
    Note: Web-based interface for managing the database is not yet done. It will be released separately.
  • Boss Percent plugin updated with necessary functions to support on-the-fly adjustments of boss spawns, rendered possible by the Boss Percentage Equalizer.

14.10.2013

Added EQ Retro 2.0 config. Similar changes as in EQ 2.0, but with a few exceptions:
  • New scoring system unique to EQ
  • Tank slowdown on the ground and in water
  • No hunter deadstops
  • No additional pills on the map
  • 8/128 for shotgun ammo/capacity
  • 50/480 for smg ammo/capacity
  • All shotgun spawns forced to pumpshotgun
  • All smg spawns forced to uzi
  • No deagles or melee weapons
  • No scout

General EQ changes:
  • Left4Downtown2 updated with new stuff (v0.5.7). Details on my git.
  • Brought back the manageable Addons Disabler. Casters can stream with HUDs once again. Added the corresponding plugin into the config (L4DT2 v0.5.7 is a dependency)
  • Removed hunter deadstops once and for all (L4DT2 v0.5.7 is a dependency)
  • Updated the Scoremod. Now it shows HB/DB separately. Plus added a new command: !mapinfo
  • Restored the old Bot Pop Stop. The new one was causing issues.

08.10.2013
  • New hybrid scoring system unique to EQ
    How it works:
    Map Distance multiplied by 2 constitutes Total Bonus for a Map
    Health Bonus: Total Survivor Permanent Health in the amount of 400 HP which constitutes and corresponds to 75% of Total Bonus. This bonus acts as the oldschool health bonus. The more you lose, the less bonus you have; and until you've lost it all, you still have Health Bonus on your account.
    Damage Bonus: The remaining 25% of the Total Bonus is reserved for the damage bonus, calculated from the Temporary Health lost to Special Infected. The amount is static and set at 133 HP. Once the Survivors have lost more than 133 Temporary HP damage to the SI, they are no longer eligible for the Damage Bonus fraction of their Total Bonus.
    Worth noting is that the bleeding and healing items preservation effects are leveled to the minimum possible extent. Bleeding out of temporary HP will not cause you to lose bonus; taking SI damage will. Conserving pills will not grant you any bonus whatsoever, so don't hold on to them.
  • Scout nerfed (increased recoil, damage is 125 per bullet for SI and tank, 8/80 clip size and ammo capacity)
  • Survivors drop their secondary weapons to the ground after they die
  • SMG limit of 2 for Survivors
  • Deagle limit of 2 for Survivors
  • Melee weapon limit of 3 for Survivors
  • Deadstops disabled against airborne hunters
  • Uncommon Common infected remain (riot cops can be killed with headshots)
  • Tank slowdown in water (but no slowdown on the ground)
  • Tank arm auto-aim removed
  • Tank players can select rock-throwing animations
  • 800-distance finales have 2 tanks (removed intro tanks)
  • Substitutes placed at the back of the tank lottery queue
  • Bots will no longer be deprived of pills upon the player's disconnect/crash/spec etc. Instead, they will be blocked from using them.
  • 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.
  • Cases of unintentional Survivor friendly-fire are reduced as much as possible.
  • Initial SI spawn classes will be vocalized to the Survivors on each round start via bacteria sounds. This aims to further balance the game by letting the first team know what to expect of the first attack.
  • Charger "friendly" staggers removed. This will prevent failed Charger's wall hits from stumbling any surrounding SI and/or ruining their caps.
  • Witch on every map.
  • Witches will no longer be taking damage from other SI.

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
« Last Edit: November 18, 2013, 01:42:15 pm 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.

level7522

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Re: Equilibrium 2.0
« Reply #1 on: October 08, 2013, 02:36:18 am »
i found typo.

sm plguins load optional/l4d2_spec_stays_spec.smx

Visor

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Re: Equilibrium 2.0
« Reply #2 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.
$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.

mads-wm3

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Re: Equilibrium 2.0
« Reply #3 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

Visor

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Re: Equilibrium 2.0
« Reply #4 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.
$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.

mads-wm3

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Re: Equilibrium 2.0
« Reply #5 on: October 08, 2013, 02:59:28 pm »
I mean L4D1 yeah ^^ I know people would appreciate it :) and okay ;)

fig newtons

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Re: Equilibrium 2.0
« Reply #6 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.

epilimic

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Re: Equilibrium 2.0
« Reply #7 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.
« Last Edit: October 11, 2013, 09:47:23 pm by epilimic »
what what, in the mutt

NF

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Re: Equilibrium 2.0
« Reply #8 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.

Sir

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Re: Equilibrium 2.0
« Reply #9 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.
Group Owner of :| SirPlease
Config Dev :| Zonemod 1.8

Visor

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Re: Equilibrium 2.0
« Reply #10 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.
$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.

NF

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Re: Equilibrium 2.0
« Reply #11 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.

Visor

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Re: Equilibrium 2.0
« Reply #12 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!
$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.

epilimic

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Re: Equilibrium 2.0
« Reply #13 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?
what what, in the mutt

Visor

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Re: Equilibrium 2.0
« Reply #14 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.
$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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