Author Topic: Pro Mod 5.0  (Read 18092 times)

Jacob

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Pro Mod 5.0
« on: April 26, 2016, 10:57:12 pm »
Pro Mod 5.0
This update represents the end of an era for Pro Mod. As many of you know, I've been becoming less and less involved in the development of Pro Mod over the last year and a half. This has always been a passion project for me and it feels wrong to disgrace it with the quality of updates I have put out in the recent past. I take full blame for that, because ultimately it is my responsibility to make sure everything works before releasing. I've officially deprecated the 4.5 version of Pro Mod, and encourage any server admins who have it installed to remove it from their servers. I have included the working features from 4.5 and fixed the 4.4.2 bugs in this release.

I have 3 more "big" features that I want to include in the config before I walk away. I intend to contest Visor's claim that the charger chestbump fix will be the last "big" change the community will see. I will be releasing updates when I finish each of those changes, alongside some very minor changes as deemed necessary. Each of those updates will only contain 5-10 changes total. After those features are implemented and the config is stable, I will be officially stepping down. I will be including documentation I wrote on how to create and manage a config with one of the next updates in case someone wants to make a spin off config, or create something brand new. I will also be publishing every single piece of source code I have for this game to make sure nothing is "lost in time" like other plugins have been over the years.

Let me know if you run into any issues with this version, I've tested everything to the best of my ability but as L4D is a Valve game there is always the possibility something goes wrong! Also consider this one of your last opportunities to request new features / report bugs.


General:
- Spit damage now alternates between 2 and 3 damage per tick, averaging 2.5 damage per tick. Total damage reduced from 66 to 55. (EQ total damage: 48)
- 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.
- Infected now have a 20 second cooldown on despawning to prevent spamming respawns for health gain. (Only applies to spawned infected)
- 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.
- Survivors will now take a maximum of 30 fall damage if they are pounced or jockeyed while on the No Mercy 3 sewer ladder.
- 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.
- Blocked an exploit which allowed survivors to revive a teammate while falling to prevent taking damage
- Survivor bots will no longer try to drop your melee weapon upon taking control.
- Fixed a bug which could cause survivors to drop their gun when being punched by a tank while their melee is equipped.
- Jockey max hp reduced to 275.
- Jockeys can no longer be resisted.
- Jockey deadstop fov reduced from 45 to 30.
- The bunny-hopping window as jockey has been extended by .05 seconds.
- Uzi max ammo restored to 50+650.
- Disabled bunny hopping for survivors because apparently we can't have nice things.
- Fixed a potential exploit with the death cam skip block.
- Fixed various double-getups.
- 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.
- Votes can now be called 40s after map change or once 6 players have loaded.
- 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.
- Tanks will now lose rage normally while survivors are in any saferoom.
- Witches now deal continuous damage like Hunters and Jockeys. This makes the damage more accurate to her animations. The DPS remains the same.
- Retro and Reflux now share the Hunters stripper folder. (Reduced package size quite a bit)
- Forced all crouching hunters to emit sound, even if they are not holding crouch.
- Jockeys will no longer latch onto ladders while riding a survivor. (They will drop normally, rather than sliding slowly down the ladder)
- Fixed some instances of survivors "sliding" if stumbled during a getup animation.
- Smoker deals 1 damage per tick during choking, with each tick being 0.2s in length (5 damage per second)
- Survivors are now able to shoot their guns while on ladders.
- Removed SI anti ladder blocks since the Survivors are now able to shoot from ladders.
- Added acemod's charger chestbump fix.

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:
- Fixed players getting stuck under the left-side helicopter when it arrives by adding two props to block the stuck spot
Swamp Fever 1:
Lowered map distance from 600 to 500.
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
- POTENTIALLY fixed the finale breaking for the 2nd team if they wiped the other team during the first tank. (Has worked so far in testing, but I can't guarantee it will 100% of the time)
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
Blood Harvest 1:
- Removed tank ban at start of the map.

Download: Pro Mod 5.0

Developers: Jacob, NF
Inactive Developers: epilimic, Stabby, CircleSquared
Main Contributors: Blade, CanadaRox, Estoopi, Jahze, Prodigysim, Sir, Tabun, Vintik

Jacob

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Re: Pro Mod 5.0
« Reply #1 on: April 26, 2016, 11:02:38 pm »
Author's note: If something does go wrong I'd appreciate it if you just told me in a civil way so I can fix it. I do test everything that I work on, but sometimes plugins have weird interactions with each other or the load order gets messed up etc. I do the best I can with the time I have available. It took a lot of effort to get this done despite everything else I have going on in my life.

ElusivΣ

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Re: Pro Mod 5.0
« Reply #2 on: April 26, 2016, 11:17:56 pm »
This community never deserved your effort and time put into making these configs like nigga 5.0?!? you're fuckin psychotic for even making a 2.0.   But yo seriously thanks for everything you've done for this community bro.

one love <3 pz

Sir

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Re: Pro Mod 5.0
« Reply #3 on: April 27, 2016, 04:23:35 am »
- Blocked an exploit which allowed survivors to revive a teammate while falling to prevent taking damage


The plugin you used to fix this also removes the ability to fast-climb.
You apparently also used the old version (1.0), while 1.1 allows for you to set flags to keep fast-climbing allowed.
https://forums.alliedmods.net/showthread.php?p=1682064

Quote from: confogl.cfg
confogl_addcvar z_frustration_lifetime 18_


Slight typo in Promod's confogl.cfg

---
In case people need a download to the old 4.4.2 version that Promod 5 is now an update on: Download
« Last Edit: April 27, 2016, 05:05:45 am by Sir »
Group Owner of :| SirPlease
Config Dev :| Zonemod 1.8

hib

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Re: Pro Mod 5.0
« Reply #4 on: April 27, 2016, 04:24:15 am »
Please decrease shotgun ammo to 100 and uzi ammo to 500 so both guns are not spammable.
#Skill_GreaterThan_SprayandPray
« Last Edit: April 27, 2016, 04:27:21 am by hib »

Jacob

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Re: Pro Mod 5.0
« Reply #5 on: April 27, 2016, 05:17:49 am »
The plugin you used to fix this also removes the ability to fast-climb.
You apparently also used the old version (1.0), while 1.1 allows for you to set flags to keep fast-climbing allowed.
https://forums.alliedmods.net/showthread.php?p=1682064

Slight typo in Promod's confogl.cfg

---
In case people need a download to the old 4.4.2 version that Promod 5 is now an update on: Download


Thanks for the heads up, I'll just add the new version of the plugin to the download later today. As for the typo, do you know if that would actually cause issues? I imagine that it's been there for a while cuz I didn't change that value. I'll still fix it when I get the chance.

@hib shogtun ammo is already 80

Sir

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Re: Pro Mod 5.0
« Reply #6 on: April 27, 2016, 05:49:49 am »
Plugins that aren't loaded in any config, yet included with the packages:
- l4d2_slowdown_control
- l4d2_swapduringtank
- christmas_surprise (We know why.. but yeah.. :D)

Plugins that are asked to be loaded, yet not included with the packages:
- l4d_si_slowdown

Also noticed that "l4d2_tank_announce" is no longer loaded, which means Survivors will no longer get notified when a Tank is up (unless they actually have "Music" on.
However, it's not put in the changelog, and the plugin is still added to the "Fresh Install".

l4d2_nobhaps.smx is only loaded in Promod, Reflux and Redtown.
This allows for full bhop control (macro'z, all that jazz) in all the other configs.

Thanks for the heads up, I'll just add the new version of the plugin to the download later today. As for the typo, do you know if that would actually cause issues? I imagine that it's been there for a while cuz I didn't change that value. I'll still fix it when I get the chance.

It will still apply it as 18, just tested it out. :)

Now that we're on the topic of cvars, I believe you've accidently left the charger_chestbump_fix cvar in the pm1v1,pm2v2,pm3v3 and reflux configs.
Considering the plugin isn't loaded, and we now have an extension to deal with those chestbumps.. :D
The Plugin also shows up in the "Fresh Install", which we don't need.

The Following Cvars aren't set in any other config other than Promod and Redtown, but every non-1v1 config loads the plugin:
- autopause_enable (autopause.smx)
- rock_punch_fix (double_getup.smx)
- l4d_no_propane & l4d_no_oxygen (l4d_no_cans.smx)
- bot_kick_delay (l4d2_nosecondchances.smx) with the exception of Reflux.
« Last Edit: April 27, 2016, 06:41:00 am by Sir »
Group Owner of :| SirPlease
Config Dev :| Zonemod 1.8

Corgi

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Re: Pro Mod 5.0
« Reply #7 on: April 27, 2016, 05:51:55 am »
Quote
Fresh Install/cfg/stripper/promod/maps/c8m3_sewers.cfg
Update/cfg/stripper/promod/maps/c8m3_sewers.cfg

{
   "hammerid" "2067101"
}
s
; =====================================================
; ============  END PILL/ITEM SPAWN REMOVAL ===========
; =====================================================

I found a typo.

Jacob

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Re: Pro Mod 5.0
« Reply #8 on: April 27, 2016, 06:48:22 am »
Thanks this is the kinda info I really appreciate. I will fix all of those typos and whatnot tonight.

As for the not loaded plugins:
l4d2_swapduringtank I'm waiting with until next update.
l4d2_slowdown_control Waiting until next update to switch to this version. (Want to test everything and make some tweaks to values)
christmas_surprise is self explanatory

l4d_si_slowdown is included in the fresh install and should be on any 4.4.2 servers so an upgrade should work fine.
I'm not sure why l4d2_tank_announce isn't loading anymore though. I must have been testing a different version and decided not to go with the new version yet, easy fix though.

I want to make sure this version is stable and fix all the small stuff (like the typos and such that you guys have found) before I add anything else.
« Last Edit: April 27, 2016, 06:59:03 am by Jacob »

ika

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Re: Pro Mod 5.0
« Reply #9 on: April 27, 2016, 08:17:21 am »
This community never deserved your effort and time put into making these configs like nigga 5.0?!? you're fuckin psychotic for even making a 2.0. 
This^ a million times. Thanks, Jacob, you the best. :D

Sir

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Re: Pro Mod 5.0
« Reply #10 on: April 27, 2016, 09:05:57 am »
Thanks this is the kinda info I really appreciate. I will fix all of those typos and whatnot tonight.

As for the not loaded plugins:
l4d2_swapduringtank I'm waiting with until next update.
l4d2_slowdown_control Waiting until next update to switch to this version. (Want to test everything and make some tweaks to values)
christmas_surprise is self explanatory

l4d_si_slowdown is included in the fresh install and should be on any 4.4.2 servers so an upgrade should work fine.
I'm not sure why l4d2_tank_announce isn't loading anymore though. I must have been testing a different version and decided not to go with the new version yet, easy fix though.

I want to make sure this version is stable and fix all the small stuff (like the typos and such that you guys have found) before I add anything else.

Thanks for the quick replies.
Just one more post with info for now as I finished going through the files to make it all work with my own server install :)

- Promod 2v2 loads autopause twice.
- Promod 2v2 has confogl_addcvar z_spit_interval 18 in it, unrequired.
- Promod 1v1 has sm_cvar l4d2_vswaterbrake_slow 0.85 in it, this plugin can't be found and is likely deprecated.
- Promod 1v1 has z_jockey_health set twice, once to 250 and once to 275.
- Hunters 4v4 has versus_shove_hunter_fov_pouncing set to 20 while all the other configs have it set to 30.
- Hunters 3v3 has holdout_bonus.smx loaded before penalty_bonus.smx, which causes issues.
- l4d_tank_hittable_refill.smx is obsolete and can be replaced by simply adding "gfc_hittable_rage_override 1" to the godframe plugin cvars, besides that it also isn't loaded in Hunters 3v3 while all the other "Tank Configs" have it loaded.
Group Owner of :| SirPlease
Config Dev :| Zonemod 1.8

Visor

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Re: Pro Mod 5.0
« Reply #11 on: April 27, 2016, 09:16:47 am »
What is the reasoning behind jockey health nerf?
$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.

fig newtons

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Re: Pro Mod 5.0
« Reply #12 on: April 27, 2016, 11:36:20 am »
What is the reasoning behind jockey health nerf?
Looks like it's to balance out the other changes that buff the jockey. Now guns will be more critical to killing jockeys rather than m2+melee

hib

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Re: Pro Mod 5.0
« Reply #13 on: April 27, 2016, 01:29:57 pm »
@hib shogtun ammo is already 80

Oh, ok :D

hib

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Re: Pro Mod 5.0
« Reply #14 on: April 27, 2016, 01:46:53 pm »
What is the reasoning behind jockey health nerf?

Maybe because Jockey skeeting is useful for shotgun only and he wanted uzis to also be viable.

 

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