Author Topic: Pro Mod 4.5  (Read 13395 times)

Jacob

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Pro Mod 4.5
« on: December 03, 2015, 07:54:46 am »
Pro Mod 4.5
Winter is upon us! This update brings a wide range of changes, and will hopefully improve everyone's experience on the config. We did our best to test things out, but with an update this size it is important that you let us know if you find any bugs! We will be closely watching this update and will aim to release a minor update in the following weeks if necessary. Huge props to darkid again for the amazing work he put into this update.

General:
Witches:
- Witches now deal continuous damage like Hunters and Jockeys. This makes the damage more accurate to her animations.

Tanks:
- Fixed tanks dealing self-damage with hittables.
- Fixed a bug where punching a player who was jockeyed would not give them a getup.
- When a player is rocked and then punched, they will undergo a punch getup animation after the rock animation ends.
- Tank slowdown is now proportional based on weapon and distance: Uzis deal 80% slowdown, shotguns deal 50%. When an uzi deals 1 damage, it provides <1% slowdown to the tank.
- Added red flash when a tank gets melee'd (from EQ)
- Tanks will now lose rage normally while survivors are in any saferoom.
- Tanks no longer go AI after third pass, instead they are set on fire. Current burn time is 30 seconds from max hp. They can not be extinguished.

Survivors:
- Fixed a bug which could cause survivors to drop their gun when being punched by a tank while their melee is equipped.
- Survivors can no longer shove other survivors, which slowed them and shook their screen.
- Survivors are no longer slowed / held in place after being cleared from a smoker, they can now instantly move at full speed.
- Pistol fire rate is now capped: 0.1 seconds for dual pistols, 0.2 seconds for single, and 0.3 while incapped.
- Dual pistols can be autofired by holding mouse1 at 0.3 seconds per shot.
- Made another attempt to fix silent jockeys. If you have any recorded evidence (demo, cast) of this taking place, please tell us!
- Re-added molotovs. They will now work as previously intended. (Will not ignite infected, just deal AOE damage)

Special Infected:
- Blocked audio lines and captions for when a survivor sees a hunter, to prevent sneaky hunters being exposed.
- Infected now have a 20 second cooldown on despawning to prevent spamming respawns for health gain. (Only applies to spawned infected)
- Forced all crouching hunters to emit sound, even if they are not holding crouch.
- The bunny-hopping window as jockey has been extended by .05 seconds.
- You can change from boomer to spitter (and back) while tank is up by right-clicking in ghost mode.
- Special infected no longer deal damage to witches. Scratch away!
- Jockeys will no longer latch onto ladders while riding a survivor. (They will drop normally, rather than sliding slowly down the ladder)

Miscellaneous:
- Snow and Christmas lights are back for a limited time. Another campaign has been lit up this year! Snow can be disabled with !nosnow
- Added AutoPause: Game automatically pauses when a player crashes. If an infected player crashes, their spawn timer is restored upon rejoining.
- Fixed spawn timers being set too low in Reflux.
- Fixed boomer hordes being too large in Reflux.
- Fixed a potential exploit with the death cam skip block.
- Fixed various double-getups.
- After the tank fight, the infected team will now see damage dealt to health bonus, rather than damage dealt to tank. Spectators see both.
- Votes can now be called 40s after map change or once 6 players have loaded.
- Spechud has been updated to include health bonus.
- Spechud now shows ghost infected hp.
- Spechud now writes out the full name of secondary weapons, rather than abbreviating them.
- Who will become tank is now printed to casters on round start.
- Fixed a security issue caused by allowing casters to use cheat commands.
- Spawns out of saferoom can now be checked manually by all players by typing !spawns (sm_spawns). They will still be automatically printed to the survivors on round start.
- Fixed a bug where spectators could !unready and cancel readyup countdown.
- Fixed a bug where spitter limit didn't get reset if tank disconnected, was sm_kicked, or level was changed via changelevel or sm_map.
- Health bonus now correctly handles incapped and ledge-hung survivors.
- Health bonus can no longer be manipulated by passing pills.
- Retro and Reflux now share the Hunters stripper folder. (Reduced package size quite a bit)
- Removed orange traffic cone props (prop_physics only) from all maps due to blocking hittables and having exploit potential.
- Map Distance Rebalancing: All non-finale maps now have between 400 and 600 distance points. In addition, all 5 map campaigns are now equal in value and worth a total of 2800 points (Valve maps only).

Map Changes:
Dark Carnival 2:
- Added an ammo pile near the carousel for late Tank fights
- Blocked Survivors from jumping on the soda machine at the very end of the map
Dark Carnival 3:
- Added some props to reduce available space in the saferoom to discourage players from fighting the Tank there (like in Dark Carnival 4)
- Increased the chances that an outside pre-coaster Tank can spawn by modifying the ban range to begin at 60% rather than 55% (coaster Tanks are still banned)
- Blocked Survivors from jumping across the fence to skip the coaster ramp choke
- Blocked an exploit to jump to the end of the coaster after the one way drop by climbing up wood pieces
Dark Carnival 4:
- Blocked Survivors from getting punched out of bounds under the awning near the bumper cars
- Blocked two stuck spots underneath the event button roof
Dark Carnival 5:
- Re-added two fireworks boxes
- Fixed players getting stuck under the left-side helicopter when it arrives by adding two props to block the stuck spot
Swamp Fever 3:
- Blocked a stuck spot in a small shack
Swamp Fever 4:
- Blocked Survivors from jumping on the fence before the town
- Removed a wooden fence prop near the hittable log
Hard Rain 2 and 3:
- Blocked Survivors from being able to skip the sugarcane field by getting onto the warehouse roof beside it
- Fixed Hard Rain 3 missing some exploit fixes present in map 2
The Parish 2:
- Changed weapon spawn near restrooms to pump shotgun
- Fixed Witches spawning in the end saferoom
- Blocked Survivors from getting on top of the various soda machines, televisions, barricades, and windowsills in the bus station due to no navigation mesh
- Fixed the large sign on the bus station being see-through from behind
- Removed the annoying event alarm sound
No Mercy 3:
- Fixed being unable to open the way-back door after the event
- Survivors will now take a maximum of 30 fall damage if they are pounced or jockeyed while on the sewer ladder.
No Mercy 4:
- Blocked Survivors from climbing on top of the barricades / windows in the break room Tank fighting area

Download: Pro Mod 4.5

Developers: Jacob, NF, Darkid, High Cookie, Manu, Visor (Redtown)
Inactive Developers: epilimic, Stabby, CircleSquared
Main Contributors: Blade, CanadaRox, Estoopi, Jahze, Prodigysim, Sir, Tabun, Vintik
« Last Edit: December 03, 2015, 08:19:46 am by Jacob »

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Re: Pro Mod 4.5
« Reply #1 on: December 03, 2015, 08:21:13 am »
I don't see the point behind adding autofire? Is it really that hard to press mouse button down or is the l4d2 community plagued by carpal tunnel?

However everything else is brilliant.

Sir

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Re: Pro Mod 4.5
« Reply #2 on: December 03, 2015, 09:41:04 am »
I don't see the point behind adding autofire? Is it really that hard to press mouse button down or is the l4d2 community plagued by carpal tunnel?

I'm assuming it's to "level" with scripters.
Group Owner of :| SirPlease
Config Dev :| Zonemod 1.9.6

3yebex

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Re: Pro Mod 4.5
« Reply #3 on: December 03, 2015, 10:49:34 am »
Quote
- Tanks no longer go AI after third pass, instead they are set on fire. Current burn time is 30 seconds from max hp. They can not be extinguished.
What.

Luckylock

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Re: Pro Mod 4.5
« Reply #4 on: December 03, 2015, 10:54:18 am »
This update is pretty neat, however...

Quote
- Tanks no longer go AI after third pass, instead they are set on fire. Current burn time is 30 seconds from max hp. They can not be extinguished.

What if the survivors start just running the tank? Usually he has to wait until his tank is AI (which isn't very long, usually 15-30 seconds or so) but now he'll have to wait an extra couple seconds (potentially 15 secs at 3000 health) just to die to flames, and wait another 15 seconds to get a spawn.

Before when tank went AI he would instantly get a spawn, so we're talking a solid total of around 30 seconds of added delay before tank can get a spawn if survivors decide to run the map.
 

As a counter to that, it would be nice to have the ability to kill our own SI / tank with a command, or whatever.
« Last Edit: December 03, 2015, 11:02:53 am by Lucky »

darkid

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Re: Pro Mod 4.5
« Reply #5 on: December 03, 2015, 11:02:29 am »
This change started with the following:
AI tanks are a problem. They're inconsistent, which means that sending your tank AI and hitting with 4 SI is a gamble, one that seems unfair -- two teams could make the same play and get different results.
We decided that the root cause here was the 4th si getting an immediate spawn when the tank went AI. This causes the "5" si problem above, but also leads to people sending tanks AI with low health for a "free" respawn, or with AI tanks getting stuck / taking a long time.
We already had a bug fix in the works for the AI tank player to get a default timer. Assuming the AI tank commits, this is effectively a commit with 3 SI and an AI tank. It seemed easier to get this behavior by simply setting the tank on fire, forcing them to commit. The fire time was chosen to not be overly punishing to the tank, in case he is far away, and also to not be overly lenient. A low health tank will still die on the commit, but a 2000 HP, on fire human tank is much more likely to land a punch than a 2000 HP AI tank.

hib

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Re: Pro Mod 4.5
« Reply #6 on: December 03, 2015, 11:07:12 am »
Well done, Jacob and promod dev crew :)

Luckylock

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Re: Pro Mod 4.5
« Reply #7 on: December 03, 2015, 11:09:29 am »
This change started with the following:
AI tanks are a problem. They're inconsistent, which means that sending your tank AI and hitting with 4 SI is a gamble, one that seems unfair -- two teams could make the same play and get different results.
We decided that the root cause here was the 4th si getting an immediate spawn when the tank went AI. This causes the "5" si problem above, but also leads to people sending tanks AI with low health for a "free" respawn, or with AI tanks getting stuck / taking a long time.
We already had a bug fix in the works for the AI tank player to get a default timer. Assuming the AI tank commits, this is effectively a commit with 3 SI and an AI tank. It seemed easier to get this behavior by simply setting the tank on fire, forcing them to commit. The fire time was chosen to not be overly punishing to the tank, in case he is far away, and also to not be overly lenient. A low health tank will still die on the commit, but a 2000 HP, on fire human tank is much more likely to land a punch than a 2000 HP AI tank.

Reason why AI tanks fail all the time is because they rock the ground. Prevent AI tank from rocking and you've got a solid AI (except when he is doing pullups for no reason). But yeah no I'm not saying revert back to AI tank, I kinda like this change. I'm just saying there are many ways this can be abused.

Just give the tank the ability to kill themselves and it shouldn't be a problem.

inb4 !sudoku cmd
« Last Edit: December 03, 2015, 11:13:25 am by Lucky »

NF

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Re: Pro Mod 4.5
« Reply #8 on: December 03, 2015, 11:28:48 am »
This year's Christmas themed map is Hard Rain. Added a bunch of christmas lights to it, check it out! Last year's map, The Parish, is back too, and I added a few more lights in areas that were missing some.

- Map Distance Rebalancing: All non-finale maps now have between 400 and 600 distance points. In addition, all 5 map campaigns are now equal in value and worth a total of 2800 points (Valve maps only).

Some more info regarding this. The change was made to prevent useless maps and to prevent getting "map 4'd" by a map being worth too many points. And also some other balancing to make the maps worth points more accurate to their difficulty.

The following changes were made:
Quote
Dead Center 3: 700 -> 600

Dark Carnival 4: 600 -> 500

Swamp Fever 1: 600 -> 500
Swamp Fever 2: 600 -> 500
Swamp Fever 3: 600 -> 500

Hard Rain 3: 700 -> 600
Hard Rain 5: 600 -> 500

The Parish 4: 700 -> 600
The Parish 5: 600 -> 700

The Passing 1: 600 -> 500
The Passing 2: 800 -> 600

No Mercy 4: 600 -> 500

Crash Course 1: 500 -> 600

Death Toll 4: 700 -> 600

Dead Air 4: 600 -> 500

Blood Harvest 4: 600 -> 500

Cold Stream 1: 500 -> 400
Cold Stream 3: 700 -> 600
Cold Stream 4: 800 -> 500

And here is the list of the new total worth for each campaign:

Quote
2800: Dark Carnival, Hard Rain, The Parish, No Mercy, Death Toll, Blood Harvest, Dead Air
2500: Dead Center
2300: Swamp Fever
2100: Cold Stream
2000: The Sacrifice
1900: The Passing
1400: Crash Course
« Last Edit: December 03, 2015, 11:33:44 am by NF »

eTronic

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Re: Pro Mod 4.5
« Reply #9 on: December 03, 2015, 01:21:57 pm »
- Fixed players getting stuck under the left-side helicopter when it arrives by adding two props to block the stuck spot

Thanks Jacob

Deliverance

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Re: Pro Mod 4.5
« Reply #10 on: December 03, 2015, 01:59:24 pm »
thank you for the update but i would not be against latest sources :)

NF

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Re: Pro Mod 4.5
« Reply #11 on: December 03, 2015, 02:16:54 pm »

volarium

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Re: Pro Mod 4.5
« Reply #12 on: December 03, 2015, 03:44:39 pm »
First bugs found, thanks to Ika and Nox.

1. When you hold down M1 with double pistols, the auto-fire works correctly but all gun-related sound is silent.  Other game sounds are fine.
2. Tank HUD doesn't appear to work.
3. There is an invisible wall mid-sugarfield on Hard Rain map 3, you can noclip through it and get charged through it, and it appears that bots can walk through it.  It goes all the way across the map.
4. Tank passed to a second player.
5. There is no health bonus, only distance and witch.
« Last Edit: December 03, 2015, 05:01:15 pm by volarium »

VinnioD

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Re: Pro Mod 4.5
« Reply #13 on: December 03, 2015, 03:54:29 pm »
Great update!

But like Lucky said about the AI tank on fire it can be misused. I see a lot of tanks f.e. on parish 2 starting just before the event. Tanks spawns near the bus station. If tank runs as fast as he can, and survivors run back to saferoom (and clear 1 mb 2 attacks), tank will be on fire and AI. If you do this in the old situation you got AI tank but for SI, now 3 SI and a burning tank.

I hope most ppl dont know and will not exploit this future to get easy tanks.

Further more i'm looking forward to play it.

Moscow

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Re: Pro Mod 4.5
« Reply #14 on: December 03, 2015, 03:59:38 pm »
Quote
- Removed the annoying event alarm sound
Can this be done for all non-car alarms? I sndbringbackgoodgunsrestart them anyway.

 

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