L4DNation

Competitive => Pro Mod => Topic started by: Jacob on December 13, 2015, 06:53:17 pm

Title: Pro Mod 4.5.2
Post by: Jacob on December 13, 2015, 06:53:17 pm
Pro Mod 4.5.2
There was a bug somewhere in our pipeline, which means the changes to source we made in 4.5.1 weren't compiled; ergo bugs we "fixed" still appeared. We are looking to streamline our pipeline (and use more buzzwords) in future releases. This update should bring you 4.5 the way we intended it to be played.

Changelog:
- Re-Added updated spechud / tankhud (Fixes tank passes not being updated)
- Re-Added updated health bonus.
- Fixed SI still being slowed by bullets.
- Fixed jockeys being completely silent.
- Fixed tank print not occuring. (Tank is now in play!)
- Fixed a bug where if tank was set on fire via 3rd pass but didn't die before map changed, he could be set on fire in the next map
- Fixed pistol autofire being completely silent.

As always, please post an error log when reporting bugs. Knowing that there are no errors in the error log is still very helpful!

Download: Pro Mod 4.5.2 (https://github.com/jacob404/promod/archive/4.5.2.zip)

Developers: Jacob, NF, Darkid, High Cookie, Manu, Visor (Redtown)
Inactive Developers: epilimic, Stabby, CircleSquared
Main Contributors: Blade, CanadaRox, Estoopi, Jahze, Prodigysim, Sir, Tabun, Vintik
Title: Re: Pro Mod 4.5.2
Post by: ninja on December 13, 2015, 07:07:33 pm
can you pls list the changes from 4.4.2 to this 4.5.2? and what was left out for future updates. for lazy people =/
Title: Re: Pro Mod 4.5.2
Post by: Jacob on December 13, 2015, 08:34:43 pm
4.5.2 is basically just 4.5 without the bugs.

Quote
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
Title: Re: Pro Mod 4.5.2
Post by: Corgi on December 13, 2015, 09:58:29 pm
pls post the sources for all the binaries
thanks
Title: Re: Pro Mod 4.5.2
Post by: volarium on December 14, 2015, 09:51:42 am
FYI I have been running version 4.5.2 on Hot Mess servers for four days now, with many PUGs played throughout the weekend.  As far as I know, all the bugs are resolved.  I have also verified that EQ 3.0a works fine installed after ProMod 4.5.2.   All of my servers have now been upgraded.
Title: Re: Pro Mod 4.5.2
Post by: Robs A TOOL on December 14, 2015, 11:53:26 am
So now molly is perm light tanks????
No AI tank instead Tank gets light on fire??


Whats the deal with fixing things that are not broken?


I do however love the map changes.
Title: Re: Pro Mod 4.5.2
Post by: purpletreefactory on December 14, 2015, 12:28:00 pm
So now molly is perm light tanks????

I don't think that is the case, unless it's bugged. It is supposed to just deal damage to infected while standing in the fire. Move out of the fire, no more fire.

- Re-added molotovs. They will now work as previously intended. (Will not ignite infected, just deal AOE damage)


I feel like there have been other changes to promod in the past which were "fixing things that are not broken", and yet they made improvements to the config that are now considered normal and good. If a particular change turns out to not benefit gameplay and the config as a whole, I'm sure it will be either tweaked or removed. For now we can just play it and see how it is, with an open mind to changes.

We can always revert to any previous version we want.
Title: Re: Pro Mod 4.5.2
Post by: K0range4 on December 14, 2015, 03:47:40 pm
Are there any plans for adding the "shoot while on ladders" thing to promod? I kind of like what it does for ladder chokes.
Title: Re: Pro Mod 4.5.2
Post by: Jacob on December 14, 2015, 05:28:45 pm
Are there any plans for adding the "shoot while on ladders" thing to promod? I kind of like what it does for ladder chokes.

Yeah, we were gunna include them in 4.5 but decided to wait until the next update. I'm hoping to release 4.6 in early February, no promises though.
Title: Re: Pro Mod 4.5.2
Post by: fig newtons on December 14, 2015, 08:48:27 pm
pls post the sources for all the binaries
thanks
They're on GitHub. https://github.com/jacob404/promod/releases

(you have no idea how long I've been waiting to say that)
Title: Re: Pro Mod 4.5.2
Post by: NF on December 14, 2015, 10:10:18 pm
So now molly is perm light tanks????
No AI tank instead Tank gets light on fire??


Whats the deal with fixing things that are not broken?


I do however love the map changes.

I disagree, AI tanks were definitely broken.

There's a large degree of randomness with them, and seeing as how this is a competitive config, we should remove random elements that can easily change the outcome of a game. Some people also had concerns with having 4 SI + AI tank being a bit OP.
Title: Re: Pro Mod 4.5.2
Post by: Slay on December 14, 2015, 11:40:26 pm
Hello, after installed promod 4.5.2 on my server, i noticed about this error logs:

Code: [Select]
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d2_charger_chestbump_fix)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (bot_kick_delay)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d2_spit_max_ticks)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d2_spit_godframe_ticks)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (sm_unsilentjockey_enabled)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (sm_unsilentjockey_always)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (sm_unsilentjockey_time)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (tank_pass_number)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d_tankdamage_enabled)

So, i checked in cfg/cfgogl/promod/confogl_plugins.cfg and i noticed about a few things, this three plugins (charger_chestbump_fix.smx, l4d2_unsilent_jockey.smx and l4d_tank_damage_announce.smx) are missing in the confogl_plugins.cfg (also, they are missing in the Update\addons\sourcemod\plugins\optional folder, and the l4d2_uniform_spit.smx is missing too).

So i manually added that plugins and updated the l4d2_uniform_spit.smx plugin to my server and now just display this error log:

Code: [Select]
L 12/14/2015 - 23:09:53: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (tank_pass_number)

So, the only thing that still broken is the tank pass number.

I hope this helps to the devs, also thank for the update to all the promod team.  :)
Title: Re: Pro Mod 4.5.2
Post by: Jacob on December 15, 2015, 08:04:10 am
Hello, after installed promod 4.5.2 on my server, i noticed about this error logs:

Code: [Select]
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d2_charger_chestbump_fix)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (bot_kick_delay)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d2_spit_max_ticks)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d2_spit_godframe_ticks)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (sm_unsilentjockey_enabled)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (sm_unsilentjockey_always)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (sm_unsilentjockey_time)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (tank_pass_number)
L 12/14/2015 - 21:47:41: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (l4d_tankdamage_enabled)

So, i checked in cfg/cfgogl/promod/confogl_plugins.cfg and i noticed about a few things, this three plugins (charger_chestbump_fix.smx, l4d2_unsilent_jockey.smx and l4d_tank_damage_announce.smx) are missing in the confogl_plugins.cfg (also, they are missing in the Update\addons\sourcemod\plugins\optional folder, and the l4d2_uniform_spit.smx is missing too).

So i manually added that plugins and updated the l4d2_uniform_spit.smx plugin to my server and now just display this error log:

Code: [Select]
L 12/14/2015 - 23:09:53: [confoglcompmod.smx] [Confogl] CvarSettings: Could not find CVar specified (tank_pass_number)

So, the only thing that still broken is the tank pass number.

I hope this helps to the devs, also thank for the update to all the promod team.  :)

The first 3 plugins you listed should not be loaded, they have all been deprecated by new plugins. I suppose we forgot to remove the cvars related to them, but those errors won't cause any harm. As for uniform spit, it's not in the update folder because no changes were made to it since 4.4.2
Title: Re: Pro Mod 4.5.2
Post by: volarium on December 15, 2015, 09:28:28 am
Just an update for server admins considering upgrading.  On my servers, there appears to be just one outstanding bug, which is that a molly can perm-light the tank.  I do not have logs to share, but I will work with darkid hopefully on Thursday to reproduce so he can resolve the issue.  I don't see this as a huge obstacle, just made a rule to not light the tank.
Title: Re: Pro Mod 4.5.2
Post by: Visor on December 15, 2015, 11:44:19 am
(http://evolvechiro.co.nz/wp-content/uploads/2014/06/preview.png)
Title: Re: Pro Mod 4.5.2
Post by: volarium on December 15, 2015, 02:37:44 pm
Heads up.  Found one more issue with 4.5.2, and I'm not sure if the issue also existed in 4.4.2. 

As a Caster, I was not able to !ready, which meant that the Caster is stuck in Unready status and the game could not start.  I was able to resolve this issue by using the EQ version of readyup.smx, playermanagement.smx and pause.smx.

Thank you to Visor for that solution.
Title: Re: Pro Mod 4.5.2
Post by: Jacob on December 15, 2015, 03:59:35 pm
Heads up.  Found one more issue with 4.5.2, and I'm not sure if the issue also existed in 4.4.2. 

As a Caster, I was not able to !ready, which meant that the Caster is stuck in Unready status and the game could not start.  I was able to resolve this issue by using the EQ version of readyup.smx, playermanagement.smx and pause.smx.

Thank you to Visor for that solution.

I actually experienced this on 4.4.2 but I thought it was a one time bug cuz I hadn't seen it since then. I'll look into it though
Title: Re: Pro Mod 4.5.2
Post by: Deliverance on December 15, 2015, 04:28:47 pm
They're on GitHub. https://github.com/jacob404/promod/releases

(you have no idea how long I've been waiting to say that)

I think he was talking about .sp files... like i do...

thank you for the update guys :)

EDIT : to have the modifications of the smac_cvars.smx would be interesting too  ;)
Title: Re: Pro Mod 4.5.2
Post by: Jacob on December 15, 2015, 07:39:36 pm
Oh yea I meant to include sources in the download. I'll update the git later tonight
Title: Re: Pro Mod 4.5.2
Post by: purpletreefactory on December 17, 2015, 02:55:03 am
When did the tank percentage change to show two decimal places? And also why do more than just the survivors sometimes show up for the damage? ...or, is it maybe from EQ, which I installed on top of promod?

(http://images.akamai.steamusercontent.com/ugc/396679215179930474/50F299D233D35F9025DFC758680A820DA02BFB4B/)
Title: Re: Pro Mod 4.5.2
Post by: Visor on December 17, 2015, 06:28:34 am
purpletreefactory logic in a nutshell:

> Promod 4.5 comes out, breaks everything that can be broken in itself and in other configs
> Promod 4.5.1 comes out, some bugs are fixed, some still persist
> Promod 4.5.2 comes out, a couple bugs still left
> EQ3 comes out, literally zero issues since day 1
> purpletreefactory suspects EQ in breaking Promod
Title: Re: Pro Mod 4.5.2
Post by: volarium on December 17, 2015, 06:56:56 am
And also why do more than just the survivors sometimes show up for the damage?

I guess those SI did small amounts of damage to the tank during attacks.  I think I kind of like that feature, regardless of which config it's from.
Title: Re: Pro Mod 4.5.2
Post by: Silver on December 17, 2015, 10:47:16 am
purpletreefactory logic in a nutshell:

> Promod 4.5 comes out, breaks everything that can be broken in itself and in other configs
> Promod 4.5.1 comes out, some bugs are fixed, some still persist
> Promod 4.5.2 comes out, a couple bugs still left
> EQ3 comes out, literally zero issues since day 1
> purpletreefactory suspects EQ in breaking Promod

Wow you went from 0-100 real quick. Stop being so defensive. He was just asking a question on why it's printing out like that.
Title: Re: Pro Mod 4.5.2
Post by: purpletreefactory on December 17, 2015, 12:50:47 pm
purpletreefactory logic in a nutshell:

> Promod 4.5 comes out, breaks everything that can be broken in itself and in other configs
> Promod 4.5.1 comes out, some bugs are fixed, some still persist
> Promod 4.5.2 comes out, a couple bugs still left
> EQ3 comes out, literally zero issues since day 1
> purpletreefactory suspects EQ in breaking Promod

Thank you for that, I appreciate being treated as an idiot.

I added that part about EQ in because I was not sure if EQ tank damage had always (or for a long time) functioned like that, and that since I had previously not installed it on my server I had never seen its effects. I did not intend it to be an insult to EQ, I played a pug on it last night and everything ran smoothly. Which I know you know because you have every confidence in your config, which is fine because you poured your heart into it, which is awesome.

But yeah, I had just wondered when promod was changed to print damage percentages differently, and if the extra prints were a bug. That's all.
Title: Re: Pro Mod 4.5.2
Post by: 3yebex on December 18, 2015, 06:10:03 am
A suggestion for the obnoxious nosnow plugin for next year if this game isn't dead by then.

If one fucking person/team wants it off, turn it the fuck off. It shouldn't be a server effort to turn it off.

Sincerely, the Grinch of framerate.
Title: Re: Pro Mod 4.5.2
Post by: Luckylock on December 19, 2015, 02:00:08 am
As survivor, you can hear when ghost infected land on the ground after a jump or a drop.
Title: Re: Pro Mod 4.5.2
Post by: 3yebex on December 19, 2015, 08:16:41 am
As survivor, you can hear when ghost infected land on the ground after a jump or a drop.
Oh okay good. I thought I was just being paranoid.
Title: Re: Pro Mod 4.5.2
Post by: Moscow on December 19, 2015, 10:15:23 am
Hasn't it always been that way? I know you can hear ghost footsteps, even in vanilla.
Title: Re: Pro Mod 4.5.2
Post by: 3yebex on December 19, 2015, 11:03:22 am
Hasn't it always been that way? I know you can hear ghost footsteps, even in vanilla.
No. Ghost footsteps have been removed in Promod for a while. The only footsteps you hear now are your team mate's. Also, ghost footsteps are distinct and much different compared to survivor's so I was really thrown off when I heard  this while doing a PUG.
Title: Re: Pro Mod 4.5.2
Post by: Moscow on December 19, 2015, 11:26:18 pm
Oh cool, I didn't know promod got rid of it.

Unrelated, but in the next version, can the Parish 4 event tank have an ammo pile added? It's already hard enough with how much sight the tank can get. Even if you kill it, trying to survive the event with no ammo sucks.

Also, there's a stuck spot in Swamp map 2 outside the saferoom. https://www.youtube.com/watch?v=y9OjO5QRIUE (https://www.youtube.com/watch?v=y9OjO5QRIUE)
Title: Re: Pro Mod 4.5.2
Post by: Atreyu on December 20, 2015, 04:18:35 am
Hope I can use this thread for new ideas in promod as well.

I was thinking about a new feature while tankplay. I don't know much about programmers opportunities - so this might be total nonsense.

I'm thinking about giving damage (not much, just like 2-5hp) or/and slowdown to the survivors if they skeet a rock and getting hit by the individual parts of it. The tank shouldn't get back full control, but maybe delay the loss of control for a few seconds when it happens. This would give the tankplay a new character and force the survivors to shoot tank rocks from a safety position - the slowdown could help si during a attack.

What do you think?
Title: Re: Pro Mod 4.5.2
Post by: Blakee on December 20, 2015, 06:38:16 pm
i feel like that'd punish rock skeets that people get when it's right in front of them, which isn't necessarily their fault, and just promotes rocking in the middle of a commit to get a corner they don't deserve when the survivor actually skeets it. it punishes good survivor play, imo. interesting idea, but i'm not a fan.
Title: Re: Pro Mod 4.5.2
Post by: marcusj on December 20, 2015, 11:15:25 pm
Is there an issue where the survivors are unable to vocalize? (Some say can't hear infected etc)
Title: Re: Pro Mod 4.5.2
Post by: NF on December 21, 2015, 01:47:33 am
Hope I can use this thread for new ideas in promod as well.

I was thinking about a new feature while tankplay. I don't know much about programmers opportunities - so this might be total nonsense.

I'm thinking about giving damage (not much, just like 2-5hp) or/and slowdown to the survivors if they skeet a rock and getting hit by the individual parts of it. The tank shouldn't get back full control, but maybe delay the loss of control for a few seconds when it happens. This would give the tankplay a new character and force the survivors to shoot tank rocks from a safety position - the slowdown could help si during a attack.

What do you think?

I think I agree with Blakee here. Seems like that would punish someone for a successful skeet.

Is there an issue where the survivors are unable to vocalize? (Some say can't hear infected etc)

What do you mean by this?

Survivors yelling out 'Hunter!' was blocked in 4.5 because sometimes the Survivors will point out hidden ninja hunters this way. Do you mean they aren't calling out any SI at all or that you can't use any vocalizes from the radial menu? Also keep in mind some server owners block radial menu spam themselves, may or may not be Promod.

Oh cool, I didn't know promod got rid of it.

Unrelated, but in the next version, can the Parish 4 event tank have an ammo pile added? It's already hard enough with how much sight the tank can get. Even if you kill it, trying to survive the event with no ammo sucks.

Also, there's a stuck spot in Swamp map 2 outside the saferoom. https://www.youtube.com/watch?v=y9OjO5QRIUE (https://www.youtube.com/watch?v=y9OjO5QRIUE)

Sure, I'll fix both of those things next update. That stuck spot was strange though, looks like you went inside the prop or something. Not sure how fixable this will be.
Title: Re: Pro Mod 4.5.2
Post by: Atreyu on December 21, 2015, 04:00:06 am
Well - thats the idea behind it, that you have to skeet rocks from the side, cuz imo it's much more difficult / or dodge it.
It's more about bring in new gamestyles for a tank and for survivors. Next time when you play try to imagine the change has been done and you'll feel like it's much more challenging for survivors to play in some situations when tank is up. But ye, I had the same doubts about it when it first came to my mind but just wanted to throw that idea in to let it discuss and maybe get some further ideas or additions.
Title: Re: Pro Mod 4.5.2
Post by: marcusj on December 21, 2015, 04:41:55 am
The survivors aren't automatically vocalizing when attacked by any SI. A player can hear himself vocalizing but can't hear others.  I've reverted back to PM 4.4.2 and there are no issues.

I think I agree with Blakee here. Seems like that would punish someone for a successful skeet.

What do you mean by this?

Survivors yelling out 'Hunter!' was blocked in 4.5 because sometimes the Survivors will point out hidden ninja hunters this way. Do you mean they aren't calling out any SI at all or that you can't use any vocalizes from the radial menu? Also keep in mind some server owners block radial menu spam themselves, may or may not be Promod.

Sure, I'll fix both of those things next update. That stuck spot was strange though, looks like you went inside the prop or something. Not sure how fixable this will be.
Title: Re: Pro Mod 4.5.2
Post by: Visor on December 21, 2015, 08:34:53 am
There are right ways and wrong ways to buff something that seems too easy. If you think tank fights are too easy/boring in promod, you're probably playing the wrong config.

I admire the effort you took to come here and post a suggestion(no sarcasm, 95% of players wouldn't ever bother with that). But trying to fix or balance what isn't broken nor unbalanced is also the least preferrable way to go.

As I said it earlier, don't be too afraid to try out something else.
Title: Re: Pro Mod 4.5.2
Post by: K0range4 on December 21, 2015, 02:18:18 pm
This isn't necessarily 4.5 related but as long as suggestions are being thrown around... Is there anything we can do about how easy jockeys are to M2? I was playing a game yesterday where I was boomed and completely surrounded by common (my team was clearing some SI nearby) and I was fighting a jockey. All I did was hold right click and dead stopped the jockey 4-5 times, even when my shove was on cooldown I held the button and the jockey still stumbled back. I feel like that's not good. At least with hunters you kind of need to time the M2, but with jockeys they seem to be handled too easily.

They are fairly potent when they land (hard to clear, can move survivors anywhere, etc) but I feel as though more often than not they're just used as cannon fodder for the charge spit because they're so easy to shove away.
Title: Re: Pro Mod 4.5.2
Post by: Luckylock on December 21, 2015, 02:47:42 pm
This isn't necessarily 4.5 related but as long as suggestions are being thrown around... Is there anything we can do about how easy jockeys are to M2? I was playing a game yesterday where I was boomed and completely surrounded by common (my team was clearing some SI nearby) and I was fighting a jockey. All I did was hold right click and dead stopped the jockey 4-5 times, even when my shove was on cooldown I held the button and the jockey still stumbled back. I feel like that's not good. At least with hunters you kind of need to time the M2, but with jockeys they seem to be handled too easily.

They are fairly potent when they land (hard to clear, can move survivors anywhere, etc) but I feel as though more often than not they're just used as cannon fodder for the charge spit because they're so easy to shove away.

EQ has reduced m2 angles that makes it harder to m2 jockeys
Title: Re: Pro Mod 4.5.2
Post by: Moscow on December 21, 2015, 03:47:40 pm
All I did was hold right click and dead stopped the jockey 4-5 times, even when my shove was on cooldown I held the button and the jockey still stumbled back.
I've noticed this happening as well. I think there's something screwy going on with jockies and m2 fatigue.
Title: Re: Pro Mod 4.5.2
Post by: Blakee on December 21, 2015, 03:49:31 pm
Well - thats the idea behind it, that you have to skeet rocks from the side, cuz imo it's much more difficult / or dodge it.
It's more about bring in new gamestyles for a tank and for survivors. Next time when you play try to imagine the change has been done and you'll feel like it's much more challenging for survivors to play in some situations when tank is up. But ye, I had the same doubts about it when it first came to my mind but just wanted to throw that idea in to let it discuss and maybe get some further ideas or additions.

thing is, you don't generally have time to step to the side when the tank is close to you throwing a rock. you have to have the reaction time to even aim to skeet it. having to dodge it, aim, and then skeet it, i don't even think it's possible in some situations
Title: Re: Pro Mod 4.5.2
Post by: K0range4 on December 21, 2015, 05:09:42 pm
I've noticed this happening as well. I think there's something screwy going on with jockies and m2 fatigue.

Yeah the shove while fatigued thing is weird, but even without that I think jockeys are way more punished by M2s than any other SI (maybe tied with high-pouncing hunters). Although I don't really know what the fix is.
Title: Re: Pro Mod 4.5.2
Post by: Atreyu on December 22, 2015, 05:56:54 am
thing is, you don't generally have time to step to the side when the tank is close to you throwing a rock. you have to have the reaction time to even aim to skeet it. having to dodge it, aim, and then skeet it, i don't even think it's possible in some situations

.. so you better not get too close to the tank ^^
like you and Visor already said -> Let's Forget about it. But i still like the idea and for me it's not a broken thing that has to be fixed - just a totally new idea. But seems like there's no big response.

I still love promod. peace out
Title: Re: Pro Mod 4.5.2
Post by: Montclair on December 31, 2015, 01:21:09 am
TFPG rolled it out yesterday and it hosed our servers. They were completely unstable and crashed within minutes of starting games. I rolled them back to 4.4.2 and they were still unstable and crashed within minutes.

To fix the issue, I reinstalled the full backup of Sourcemod and Metamod and Pro Mod 4.3.1 that I had, then upgraded to 4.4.2. That got them stable again. Just posting this FWIW, if anything.
Title: Re: Pro Mod 4.5.2
Post by: darkid on January 05, 2016, 03:10:16 pm
Thank you for the bug request. However, I can't reproduce the issue, so if you could post or pm an error log, or exact steps to reproduce, we can attempt to fix this bug.