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Topics - ProdigySim

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31
Confogl & Miscellaneous / Request for coordination - Developers
« on: February 03, 2013, 04:36:43 pm »
There's a lot of plugin developers working on L4D2 right now and a lot of the work seems really ad-hoc to me.

If you're working on developing plugins for l4d2 I'd like to extend the invitation to you to join #confogldev on irc.gamesurge.net

Currently the channel has me, Jahze, CanadaRox, vintik, and Don idling. epimillic has also stuck his head in a few times this week.

We also have a member of the SourceMod Dev team, psychonic, who has been very helpful to us for almost any Source/SourceMod related issues and knowledge.

I'm currently working on setting up a Continuous Integration setup for left4downtown2 and various plugins, so if you want to be able to benefit from that the discussion for that will also be in the channel.

So, grab an IRC client and join up! #confogldev on irc.gamesurge.net

I think it would be great to pool our information, findings, and work. So come check it out!

P.S. Normally the channel is passworded to deal with the Signal-noise ratio, but I'm removing it for now.

32
Confogl & Miscellaneous / Plugin PoC: Damage doesn't prevent wall pounces
« on: January 20, 2013, 07:33:38 pm »
Proof of Concept: Damage doesn't prevent wall pounces (Plugin)


If there's an interest from a config maker I'll finish tidying up the plugin for release.

33
Videos & Media / Sick bhop video
« on: January 09, 2013, 12:03:09 am »
[L4D2] BunnyHop Movie by Da KurlzZ


Guy has mad skills.

34
Feedback & Suggestions / What type of bans are best
« on: December 28, 2012, 02:10:02 am »
Just curious. Maybe this is a shit post.

35
Left 4 Dead 2 / L4D2 Recommendations (dump)
« on: October 28, 2012, 01:07:38 pm »
I've got quite a few l4d2 recommendations in my list so I figured I'd dump them here for humor or whatever.

http://l4d2.prodigysim.com/recommendl4d2.png

36
Confogl & Miscellaneous / Random bugs and notes about Tanks and stuff
« on: October 14, 2012, 07:03:38 pm »
First off, quick overview of tank punch hitboxes.

Overview of Tank Punch hitboxes


Look at those hitboxes coming out of the tank. wat

Secondly, some (probably new) bug I found with tank rocks.

Tank rock bug lets you hit survivors nearby instantly.


1. Stand next to survivor.
2. Throw rock away from the survivor
3. While rock is flying, move. Any direction, any amount. As long as you move, the rock will "teleport" back and hit the survivor next to you.

And lastly, we messed around with max turn rates a bit. Someone on the steam forums complained about getting punched by tanks looking the other way and whatnot. Well, the back-facing hitboxes account for some of that--but there's also some cvars that limit the model turn rates.

Here' they are at their default values...

mp_feetmaxyawrate                        : 100.0    : , "cheat", "rep", "cl" :
mp_feetyawrate                           : 180      : , "rep", "cl", "launcher" : How many degrees per second that we can turn our feet or upper body.
mp_feetyawrate_max                       : 360      : , "rep", "cl", "launcher" : How many degrees per second that we can turn our feet or upper body when we're outside the max body yaw.

You can increase certain ones of these to increase the limit on rotation rate of the survivors.

Here's some examples of how it looks:
http://www.twitch.tv/prodigysim/b/335607837
http://www.twitch.tv/prodigysim/b/335608017
^ That tank spin looks just like L4D1

37
Left 4 Dead 2 / Swamp Fever 4 Bug - log call
« on: October 09, 2012, 04:05:54 am »
Next time one of you sees the swamp fever 4 instant-win bug on a server and can give me access to your server logs, please ping me.

We've basically found the path of the bug trigger, but we're not sure of the root cause. Basic console output or the game's builtin logging should be sufficient.

38
Confogl & Miscellaneous / Debug notes: SI instant-kill behavior
« on: September 27, 2012, 12:29:36 am »
int CTerrorPlayer::OnTakeDamage_Alive(const CTakeDamageInfo &info):

Hunters will die instantly (flDamage = m_iHealth) on taking damage if they are attempting to pounce (midair in pounce) and the damage is of type DMG_SLASH (1 << 2, 0x4) or DMG_CLUB (1<<7, 0x80) or DMG_DISSOLVE (1<<26).

Jockeys will die instantly (flDamage = m_iHealth) on taking damage if they are not on the ground (midair) and the damage is of type DMG_SLASH (1 << 2, 0x4) or DMG_CLUB (1<<7, 0x80) or DMG_DISSOLVE (1<<26).

A charger punching a hunter in mid pounce causes damage of type DMG_CLUB--killing the hunter instantly.


39
Left 4 Dead 2 / Swamp Fever Finale instant-win bug
« on: September 24, 2012, 10:28:14 pm »
Has anyone seen this in a while? I thought it was an easy one to reproduce, but I can't make it happen now. Has anyone seen it recently?

40
Videos & Media / Full desktop recording software
« on: September 22, 2012, 12:17:11 am »
I've been wanting to make a tutorial video that would work best if I can record my full desktop (and any games I open in windowed mode).

I've tried a couple pieces of software to do this, but none of them seemed to work well out of box.

Anyone have a recommendation?

Ideally I want to be able to choose the video codec/resolution and have it record video and mic to disk.

41
Videos & Media / Simple bhop tutorial
« on: August 28, 2012, 12:13:13 am »
Not really the best because I didn't have much time, but it should get some people started:

Basic L4D2 Bunny Hopping Tutorial

42
Confogl & Miscellaneous / Bunny Hopping
« on: August 02, 2012, 12:08:21 pm »
I don't know that this has ever been put into a serious poll outside of the Fragpipe poll.

Do you or do you not support survivor/tank bunnyhopping in competitive, tournament configs.

That is all, thanks.

43
Confogl & Miscellaneous / Confogl Mutation Feedback Pt 2
« on: June 30, 2012, 03:42:20 am »
Well, as some of you might have noticed, today the release date for the DLC was announced. There are actual changes coming with it!

I've been asked to put up a new version of the confogl mutation for release with the DLC.

I've spent a bit of time already tweaking it up, and I've sent in a preliminary stable version to Chet, but I want to work on the mutation a bit more. I haven't been given a deadline so I'm a bit worried about how long I actually have to work on it.

I already posted on the Steam X360 steam forums to get feedback here: http://forums.steampowered.com/forums/showthread.php?t=2777679

But I also want to make the mutation fun for semi-casual public play. On PC, we're just going to use the mutation to pub--so I want to make sure it has some pub appeal.

Right now, the mutation is very similar to the last version except:
1. No HR spawns, Single HR is given out to one survivor in saferoom on non-intro maps (YAY! It works! As long as Chet actually releases it this time...)
2. Throwables increased to 3 of each per map.

There's a full list of features on the Steam thread, so check that if you need a refresher.

I'm wanting feedback about how we can make the mutation more fun for pubbing, or just better overall.

44
Confogl & Miscellaneous / L4D1+2 Tickrate Enabler 1.3
« on: June 25, 2012, 03:02:28 am »
tickrate_enabler 1.3 by ProdigySim

Description
  • Enables the "-tickrate" switch to be used from the command line to set the game's tickrate.
  • Patches Boomer Vomit behavior to fix an issue where vomit range scaled inversely with tickrate.
  • Removes global upper-limits on the max client data rate (was 30000), and removes the (30k) limits on rate control cvars:
    • sv_maxrate
    • sv_minrate
    • net_splitpacket_maxrate

Instructions

1. Place tickrate_enabler.dll (Windows) or tickrate_enabler.so (Linux) in your server's addons folder.
2. Place tickrate_enabler.vdf (L4D2) or tickrate_enabler_l4d1.vdf (L4D1) in your server's addons folder.
3. Add "-tickrate <desired_tickrate>" to your server's launch parameters. e.g. -tickrate 100
4. Make sure the following convar settings are properly set in server.cfg or otherwise:

    sv_maxupdaterate 100
    sv_maxcmdrate 100
    fps_max 150 // higher than 100 recommended, as ticks calculated seems to dip otherwise.
   sv_maxrate 0 // 0 = unlimited, but you can also set this manually. Default is 30k for 30tick, use math.
   // Setting higher sv_minrate can be used to force users to use higher data rates.
   
   Note that fps_max and sv_maxrate are hidden variables on most scenarios.

5. Done. Enjoy 100 tick L4D2 gameplay.

Changelog / TODO

1.3:
    Fixed L4D1 CVomit::UpdateAbility linux offsets.
1.2: thanks to vintik
   Fixed maxrate patching on Windows (L4D1+2)
   Added an extra maxrate patch on Linux that probably does nothing.
1.1:
    Patches 2 hard coded max rate limits
    Removes CVar Max on sv_max/minrate, net_splitpacket_maxrate
    Some code reorganization
1.0:
    Patches boomer vomit to behave properly on modified high tickrates
    Code cleaner perhaps
0.1:
    -tickrate only pseudo-release

TODO:
   Investigate other bugs
   Remove 30K rate limit from HLTV clients.

Download:
Binaries (L4D1+2): https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/downloads/l4d_tickrate_enabler_1.3.zip
Source: https://bitbucket.org/ProdigySim/l4d2_tickrate_enabler/

45
Videos & Media / Guessing game
« on: June 16, 2012, 11:57:48 am »
Guess what this means

http://i.imgur.com/x3StK.jpg

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