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Messages - Blade

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1
Confogl & Miscellaneous / Re: Hittable Weight
« on: August 08, 2014, 07:35:01 pm »
Ridiculous notion, considering the configs played both in both tournaments and across the general set of servers are both standardised.

LOL, yes standardized. That's a new excuse. Fresh was standardized so nobody could come and change it. Metafogl was standardized so nobody could come and change it. Fresh was the tournament config so nobody could come and change it. CEVO config was the tournament config so nobody could come and change it.

If you can't put in the work then don't act like you have any right to say things like 'my 5 y.o daughter puts in to the finger paintings' and then change gears to 'why is everyone so defensive ;_;'

Here's what you do. I'll give you a simple guide.

  • Go into the confogl_plugins.cfg
  • Remove the plugin that Pro Mod uses for weight
  • Rename config to Pro Mod Fixed
  • Post to L4Dnation
  • Continue being a smug cunt

You people make these threads every time and wonder why nobody wants to make anything for you. I've never seen a group of people punish content creators as well as you guys do, but then when people tell you to take their place, you make up whatever excuse is convenient for you. It's adorable and its why L4D3 won't change anything.

2
Confogl & Miscellaneous / Re: Hittable Weight
« on: August 08, 2014, 07:18:05 pm »
Let's just play EQ.

Don't get me wrong, I appreciate the effort NF and Jacob have put in with promod, just like I appreciate the effort my 5 y.o daughter puts in to the finger paintings she brings home from school, but the direction the config has taken has been questionable to say the least. Personally, when I get back from EU, I'm going to install EQ against an old version of PM. It honestly does feel like change for the sake of change.

Visor, I think you need to step up, slightly tweak EQ so as to balance it a bit more, and set it up as the more dominant config. You're our final hope, friend.  ;)

Or, OR. Let's not get crazy here, but, what if all these files were just, you know, text files you could edit yourself? Wouldn't that be something! If there was a big enough discourse regarding a config we could edit it and post it ourselves!

But that'll never happen. That's crazy talk.

3
Confogl & Miscellaneous / [Release] L4D2 Self-Mute (Alpha)
« on: August 08, 2014, 02:22:28 pm »
NOTE: This plugin is not fully functional! Do not use unless you know what you're doing!

What is this?
L4D2 Self-Mute is a Sourcemod plugin that allows you to mute text and microphone communication of an individual player inside Left 4 Dead 2. If you have used a muting system in CS:GO or DotA 2, it strives to be similar to that.

Where do I get it?
It isn't really ready for use in PUGs or scrims, but my time is limited and I'm not 100% sure I'll be able to finish it. Therefore, I'm releasing what I have in an Alpha release. This is basically a proof of concept and will be lacking a lot of functionality.

https://github.com/thebladeee/l4d2_selfmute/releases

How do I use it?
Install everything in the zip to your L4D2 server, and add the plugin into confogl_plugins.cfg for the configs you want to use it on.

Once in-game, use !smute to mute the player you don't want to listen to anymore, and !sunmute to reverse that.

What are the issues?
The main issue is that the mute does not stay applied on a map change. Beyond that it works fine.

That being said, the tool required to use this plugin (Simple Chat Processor) could possibly be screwy with other things in Pro Mod. Functionality has been tested but not possible bugs and hiccups, so use this at your own risk.

Are there any other features that will be added?
If I can continue working on this, the first (and most likely only) feature added will be sticking on map change. Following that all that's left to do really is test for bugs and make sure it will stay on spectators as well.

I know how to fix this! What do I do?
Create a fork of the repo and edit the files to your liking. Send a pull request and I'll merge it into the main repo, and followed by some testing I'll release it with the changes involved.

Why release this at all?
It was a pet project and it seems silly not to release what I have if I don't intend on finishing it in the future. Maybe someone could have a use for it.

Credits and Thanks
Chdata for the initial code
minimoney1 for Simple Chat Processor
FLOOR_MASTER for the idea of using Clientprefs to fix the main issues


4
Confogl & Miscellaneous / Re: [Request] L4D1 Scoring
« on: August 08, 2014, 01:50:55 pm »
Aye, not very good :P Finales fell out of competition in L4D1 very early though (atleast in EU... A long with NM map 4 and DA map 4.)

Well surely that was because the scoring was so awful? I don't know, I have a issue with L4D versus scoring in general. I remember in L4D1 if one team wiped at 98% distance but the other team made it limping the difference in points would still be fairly large because the 4x survivor bonus. It raises a question that is the disparity between the two teams scores in that kind of situation really fair?

Again, its not for me to say, but it becomes more prevalent in L4D1 finales, where with 3 tanks on finales (one before the button in CEVO config and beyond) it seemed incredibly unfair to wipe a team on the 1st tank, but get the same points as them because you died on the 3rd tank.

5
Confogl & Miscellaneous / Re: Hittable Weight
« on: August 08, 2014, 01:46:34 pm »
Lets tweak the config because people are wiping too much! (According to stats taken from pugs... not scrims or matches)

If you can make a change to make scoring more accurate in the most played format in the NA scene (its been said on multiple occasions that the scoring system is more accurate when teams survive) while not dumbing down the game then you absolutely should.

Let's add back propane tanks (and incidentally gas cans?)

Add more mechanics to the game? Sounds awful, lets not do that. Let's remove everything from the game and the survivors can run around punching things. It makes the game 'harder' and that means 'more competitive.'

I kind of like the new hittable weights, but every mechanic that differs from vanilla really makes it hard to keep consistently in practice...

Yeah keeping track of changes is hard, especially if you don't play regularly. Probably needs to be a better way of keeping track of those things.

Keeping up to date changelogs is good, but possibly also an ingame command or commands may help. If you want to know how tanks work in that version, you could use something like !ctank and it'd pull up the changes from Vanilla in that version.

I'm just spitballing here but it would definitely help if you could walk into a PUG/Scrim without being in a surprise party where the hittables don't do as much damage or spitter doesn't do as much damage as you thought (or you know, random props everywhere, who the fuck would do that and not tell anyone) It's important to remember not everyone reads the forums.

6
Confogl & Miscellaneous / Re: Hittable Weight
« on: August 08, 2014, 01:26:01 pm »
...easier for new players...

The "no child left behind" school of development. I mean why should the new people aspire to learn to play this game at a higher level when we can just tailor the competitive configs to them!

If that's like... really the ultimate goal, this poll should be on the steam forums, where your target audience is, not here.

That's a cute way of thinking but not really great for game design. The ideal way to move forward is to avoid making the game 'dumbed down' (meaning less mechanics and strategy, NOT a change that you don't like) but rather make changes that people who play the game consistently can adapt to while making the overall experience less frustrating for people interested in the game.

It's not for me to say, but being able to 3-shot a survivor and remove them from the game with an object that can be the size of 3-4 survivors with the only counter play being 'don't be in the way' isn't inherently great game design. And of course I'm simplifying things but there are situations like that.

7
Confogl & Miscellaneous / Re: [Request] L4D1 Scoring
« on: August 08, 2014, 11:58:45 am »
can we not do l4d1 finale scoring it was absolutely disgusting

8
I love doing this back in the day, I'll try to help and contribute if I can.

10/10 bug:
Quote
boring, in general, its a bit boring

9
Offtopic / Re: EVOLVE Alpha
« on: August 08, 2014, 11:53:49 am »
Bad news: Evolve is delayed.

If you've actually played the Alpha this delay is not bad at all. The game would've done poorly with only a month and a half till its old release date.

10
News / Re: Pro Mod 4.0
« on: August 07, 2014, 06:52:07 am »
Lovely stuff, been a while since a throwable has been in comp. L4D.


11
News / Re: FIWDIL Revive
« on: August 02, 2014, 07:15:22 am »
Sounds fun.

12
General / Re: eFPS 2v2 Hunters Tournament 2014
« on: July 31, 2014, 09:11:55 pm »
When did signups even start? Seems like a small time to get teams tbh.

13
Announcements / Re: L4DNation is back
« on: July 24, 2014, 05:13:49 pm »
Is this a completely new server as well?

14
Announcements / Re: New Site Design Launched!
« on: July 14, 2014, 12:18:29 pm »
Very nice.

15
Videos & Media / Re: some videos and stuff
« on: May 16, 2014, 02:52:05 pm »
Left 4 Dead - Visceral L4D [Team HAUSEN E-Sports]

This was always one of my favorites of his.

Maybe because it was tolerable screamo for a 17 year old at the time.

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A dedicated community website to competitive L4D and L4D2, ran by the community, for the community. L4DNation supports all continents of play and focuses on bringing together the community as a whole to a central hub of information.