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Topics - Friday.

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Confogl & Miscellaneous / Another shitty idea thread
« on: October 14, 2015, 01:43:14 am »
Been a while, thought I might try my luck again- here's an idea for competitive. (Please no shit pile)

Increase the accuracy of the uzi and s-uzi while walking and crouching.

Reason: Makes taking a uzi more appealing instead of just being forced too because you were too late to grab a shotgun. In *serious* matches we might actually see some more conservative play occurring instead of just running and spraying all day long. If it seems too OP you could settle for instead making the first 1-3 uzi shots very accurate and have the rest as per vanilla- I think you would see more interesting and indifferent frags in matches.

Even make running/moving while firing UZI more inaccurate, thus forcing players to act more consciously, in that they don't just charge into situations mindlessly- ultimately baiting and positioning would become a lot more important and personally I think being able to bait and move around smartly is more equitable in that circumstance (meaning better placed and thinking survivors can achieve greater) than in the current dynamics of weapons and movement. The premise of this concept is that the "skill ceiling" of competitive L4D2 would be raised and this would be a good thing because in comparison to a lot of other competitive games there isn't much distinction between skill and just standard playing (take for example CS, there is a clear, huge gap between the mid and top players- this is something desirable in my opinion, it creates an almost 'prestige' type factor in a community)

Or just make the deagle fucking CS:S God stick so we can make sick frag vids :'D

But really consider what I've written. Cheers m8

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Videos & Media / Impressive
« on: July 11, 2015, 12:45:07 am »
https://www.youtube.com/watch?v=JdBXtmGRMI0

Look at 0:56-1:20

I know its an assisted speed run but you have to admit that was pretty much the sickest shortcut ever seen in this game O_o

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General / Net_graph lag fix
« on: July 04, 2015, 07:12:51 pm »
Many people have their net graph bound too TAB, meaning that when they press the key to bring up the score board they also bring up the net_graph. Those using this extremely common bind will notice that the net_graph will lag for sometime after pressing the score key and it won't show up for a period of time. This can be very annoying depending on the brevity at which you have to check the net graph- on top of that, the information displayed will take a few seconds (2-4) too become accurate.

Thus there is a need to fix this issue, which I have done so. The code below should be put in your autoexec replacing old alias' and binds relating to the score board and net graph. This is a really convenient fix that makes the net_graph show up without delay and with 100% accurate information:

net_graph 1
alias +movenetgraph "net_graphheight 125"
alias -movenetgraph "net_graphheight 2000"
alias +showinfo "+showscores; +movenetgraph"
alias -showinfo "-showscores; -movenetgraph"
Bind tab "+showinfo"

Stops net graph lag by not turning it off, only moving it off screen. Thus information will be accurate and have no delay. Press tab once when you play a game for the first time after starting the game- it will work correctly as illustrated above.

Gl hf 8)

4
G'day. I've been cooking up a few things recently and I have encountered a significant issue. After searching the source pawn forum I have not found anything, nor did I find any useful info on any other pawn language forums. So my question is this: Is it possible to have an external application extracting information from source pawn? For example, a configuration runs for an entire map, collects up statistics from each instance (such as accuracy, damage, amount of jumps by player, most CI killed, which weapons used et cetera..) and then transfers the info to an external application running on the vps (or whatever setup it is) which then sends that info to another server were it can be processed and used as intended? Could perhaps the config/server addon produce a .txt document at the end of the match, then using the document the application could create a very small binary code which could be sent away to the collection server? Basically what I'm trying to say is, does source pawn (including extensions) allow for cross server communication? I'd love if there was an application for these purposes because the idea of having to learn another language is daunting  :'(

On another note, I'm to lazy to decompile but does the promod config use the updated source pawn syntax? Or is it all written in the original version?

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Videos & Media / WTF
« on: May 03, 2015, 03:07:15 am »
dunno how to embed but... ( fixed it for you - fig)

https://www.youtube.com/watch?v=VQIE0U3kbCo
Ai, penpen practice config..

8:10 to 8:30

how do you even get an ai tank to spin while curving?
And the crazy AI Bhop just takes the cake..
How even does someone make an ai tank do that!

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