Author Topic: Equilibrium 2.0  (Read 21521 times)

Visor

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Re: Equilibrium 2.0
« Reply #30 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.
$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 #31 on: November 17, 2013, 12:10:22 am »
I used Makefile.
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Visor

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Re: Equilibrium 2.0
« Reply #32 on: November 18, 2013, 01:41:18 pm »
EQ2.0 playoffs revision released.
$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.

CanadaRox

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Re: Equilibrium 2.0
« Reply #33 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.
"Now I've seen people running kite scripts making perfect and I do mean geometry class perfect circles around a moving tank." - The average pub

Visor

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Re: Equilibrium 2.0
« Reply #34 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.
« Last Edit: November 20, 2013, 10:17:48 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.

Visor

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Re: Equilibrium 2.0
« Reply #35 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.
« Last Edit: November 23, 2013, 12:11:55 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.

Visor

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Re: Equilibrium 2.0
« Reply #36 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
Binary
$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.

High Cookie

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Re: Equilibrium 2.0
« Reply #37 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.

« Last Edit: December 08, 2013, 08:02:20 am by High Cookie »

Artifacial

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Re: Equilibrium 2.0
« Reply #38 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
Their bonus: 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.
« Last Edit: December 08, 2013, 07:35:12 am by Artifacial »

Dragon

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Re: Equilibrium 2.0
« Reply #39 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: 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.


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
Their bonus: 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.


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.


« Last Edit: December 08, 2013, 10:32:10 am by Dragon »

CanadaRox

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Re: Equilibrium 2.0
« Reply #40 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.
"Now I've seen people running kite scripts making perfect and I do mean geometry class perfect circles around a moving tank." - The average pub

epilimic

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Re: Equilibrium 2.0
« Reply #41 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]   
  •   Line 46, C:\Users\Mr. DeWitt\Documents\GitHub\Equilibrium\source\l4d2_drop_secondary.sp::PlayerDeath()

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]   
  •   Line 46, C:\Users\Mr. DeWitt\Documents\GitHub\Equilibrium\source\l4d2_drop_secondary.sp::PlayerDeath()



getting a fair amount of this spamming logs
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Visor

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Re: Equilibrium 2.0
« Reply #42 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.
$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 #43 on: December 19, 2013, 12:23:13 am »
What's the word on left4downtown? Any ETA on when it might be fixed?
what what, in the mutt

 

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