Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jacob

Pages: [1] 2 3 ... 135
1
Hackers & Cheaters / Re: [L4D2] Is that Hack?
« on: July 01, 2018, 04:47:37 pm »
im gunna go against the grain and say that recording is way too laggy to call an aimbot definitively. even when they're just walking around their camera is "snapping" constantly because of lag

2
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 20, 2018, 07:31:42 pm »
You'd have to go through a lot of trouble.
You'd have to create invisible entities, which you'd parent to the players and then cast a glow that only a specific player can see with the use of SetTransmit (SDKHooks).
Honestly, not worth the effort as this would require a lot of checks if you're doing it for all the players (including pinned, incapped, health state, etc etc)

My only point with it was to say that it's not impossible.

so ur tellin me theres a chance

edit: im not sure but i think there may be a practical way to do it, im gunna toy around with some stuff and bounce ideas off people for a bit

3
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 19, 2018, 04:11:03 pm »
You can set different glows for clients, the problem is actually saving them for after the client disconnects (You could always save them in a database, but meh)
If you're simply going to force glows for clients based on existing cvars from the game, then you just query the client.

psim had a good suggestion for working around saving settings, just have people use a command with a string like "sm_glows zw234dfnj12kz" representing their glow preferences then include it in their readyup binds. can make a generator for people to put in their preferred settings and spit out their string. you mind linking to something that allows you to set glows per client / posting how to do it? the only stocks i could find set them for everyone to see.

4
Left 4 Dead 2 / Re: Lets talk about glows!
« on: June 18, 2018, 06:21:29 pm »
Interesting idea. You could still allow customization even if they're server-side. I think survivor-health glows can be improved on in various ways; so if you can actually set glows from serverside it might be neat to try innovating there a bit.

+1
If you set glows serverside then you could give a lot more customization to clients for glows than ever before tbh.

If a survivors black & white 10 hp they could have a flashing glow in different colors than a survivor at 10 hp non b&w, you could even give the option to set glows for every single tick of hp so people could get very precise with what glows they want. Maybe you want to know when someone is 24 hp or lower for when you're playing tank, or different glows for each down a survivor has so you can track their status better

edit: nvm you cant set glows per client, so not many options for customization as far as i can tell

5
Videos & Media / Re: High IQ Tank Tips
« on: March 22, 2018, 08:21:22 pm »
ur actually such a good coach

6
Servers & Adminning / Re: Stripper problem
« on: March 03, 2018, 02:51:21 am »
ok im pretty rusty, but i think you can get more specific and only filter item spawns which have a possibility of spawning pills or even just disable pill spawning for those entities. its useful since weapon_item_spawn is used for spawning ammo piles, throwables, melee weapons, etc. so filtering all of them might have unintended side effects.

to completely remove all item spawns which have a possibility of spawning pills or adrenaline:
Code: [Select]
filter:
{
    "classname" "weapon_item_spawn"
    "item4" "1"
}
{
    "classname" "weapon_item_spawn"
    "item11" "1"
}

or alternatively to disable pills + adrenaline from spawning, but allow for other items (which arent already filtered elsewhere):
Code: [Select]
modify:
{
    match:
    {
    "classname" "weapon_item_spawn"
    "item4" "1"
    }
    replace:
    {
    "item4" "0"
    }
}
modify:
{
    match:
    {
    "classname" "weapon_item_spawn"
    "item11" "1"
    }
    replace:
    {
    "item11" "0"
    }
}


7
Left 4 Dead 2 / Re: "need help converting t2 server to t1"
« on: December 21, 2017, 01:52:53 am »
meaning you want it to be vanilla but tier 1 weapons? or you want a config installed?

8
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: December 04, 2017, 06:18:09 pm »
- Increased godframes vs commons by 0.6 seconds. (Is this referring to getting hit by common when getting up from hunter or charger? I feel like it wasn't a bad thing, just meant your teammates had to clear you from SI and common.)
Yea that's during getup animations, other configs have had that value set to 0.6 and pro mod was at 0.0, so I decided to change it just to have less random disparity between configs. You should still take common damage while getting up since get up animations are 2+ seconds.


Quote
- Doubled charger slam damage vs incapped survivors.(I'm extremely scared this could be OP. would have to play with it a bit.)
Again this is a change that was already standard in other configs, it will take about 10 seconds for charger to kill someone once they are incapped (assuming no other damage like spit / boom)


Quote
No word on the hunters randomly getting stuck, with and without being M2'd. And their pounces randomly resetting.
No word on the M2 plugin and it's fixes or removal so far.
These should have been fixed in 1.0 but just to be safe I had deli recompile the plugins from sirs / visors github so there shouldn't be any issues here. We removed the "1 m2 for smg" plugin in 1.0 as well. If you see this happen on 1.1 let me know.


Quote
I think smoker tongue should do first tick as vanilla values and quick ticks after still.
I'm making this change in 1.2, I wanted to get 1.1 out asap.


Quote
Is this mod going to be publicized or is it meant to stay this privatized exclusive crap? Not to point fingers or be rude to anyone as I don't know the exact ideology behind it, but it seems worse for the community.
I never intended to come back to make a "new pro mod", I was contacted by jay + grizz + the people from efreak to make a new config for their servers. I even named it "new mod" initially, and they later changed it to it's current title. They gave me a bit of money in exchange for making the mod + giving it to them, so if it were to go public they would have to be the ones to release it because I feel that I've essentially "sold the rights" to it if that makes sense. If I could go back in time I'd probably have pushed harder for it to be publicly distributed.


Also @jay I'm trying to look into ways that I can make the auto jump rock work still, or to prevent people from scripting it but in the mean time I felt it was necessary to remove it since it was becoming a very controversial point of the config.

9
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: December 04, 2017, 04:42:29 am »
Hey guys, deli was busy for a few days so couldn't update before now but just put out a decent sized update that should hopefully help with a lot of the things you guys brought up. Gunna be putting out 1 more update in a few days, so if you see anything missing from this update let me know so I can make sure it's included in the next one.

PME 1.1:
- Increased godframes vs friendly fire by 0.8 seconds.
- Increased godframes vs commons by 0.6 seconds.
- Increased godframes vs spit by 0.1 seconds.
- Increased charger godframes by 0.1 seconds.
- Removed jockey godframes (was previously 0.1 seconds).
- Reduced melee weapon damage vs tank to 240 per swing.
- Fixed tank being unable to jump or attack for a short period after spawning.
- Fixed hunters sometimes getting an instant repounce after being shoved off a survivor.
- In team mode when the opponent moves the tank spawn, survivors can now see the new %.
- Removed plugin which forced survivors to switch to their gun if they got punched by tank while they had a melee weapon out.
- Prevented some instances of friendly fire damage and capped shotgun FF max damage.
- Fixed tank rocks sometimes getting stuck on common infected or incapped survivors.
- Smoked survivors no longer collide with common infected.
- Updated confoglcompmod to better support team mode features.
- Witch can no longer stumble other SI.
- Doubled charger slam damage vs incapped survivors.
- Removed full levels.
- Disabled jump rocks.

10
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 27, 2017, 11:38:53 pm »
jacob making l4d2 great again

jacob breaking l4d2. great, again? xD
on a srs note the update has taken longer than expected, should hopefully have a pretty big update out in the next couple days tho.

11
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 23, 2017, 06:47:45 pm »
I'm working on a big update that will hopefully address most of the concerns people have brought up. I might break it into 2 updates so I can get some of the improvements out earlier, but all of it should be done within the next few days.

12
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 22, 2017, 02:19:05 pm »
lists

Hunter getting stuck should be fixed, I switched to removing all deadstops using the same plugin as other configs. I have watched a lot of games and tested it myself pretty extensively and haven't seen the gun drop bug yet, but in case that is a rare thing I can remove that plugin. Full levels aren't a bug. Bugs 2 6 and 7 that you listed though I'll look into.

I don't really have any opinion on most the balance stuff, for the most part I've just been putting in the values people tell me to cuz I considered myself pretty distant from the game and what people liked. I'm just making an updated pro mod for a tourney.

That being said:
1- Jump rocks, I'll talk to grizz and co.
2- Spit damage is set to 3 dmg per tick for 20 ticks for a max of 60. Zonemod alternates between 2 and 3 damage ticks for the same duration. I personally don't think spit is too crazy in the current version, I've been tweaking god frames and spit duration and I think it feels okay, on average you should only be taking about 5 more damage per spit than in zonemod. (If you get hit by 10 ticks or half the spit duration, that would be 25 damage on zonemod and 30 on pro mod) It's only really punishing if you get horded and your team doesn't clear you.
3- Don't really have any opinion, can pass it along.
4- I agree with your concerns, which is why I limited each team to 2 moves per campaign, and made it so tank cant spawn super early or super late. The hope is there will be some strategy to when you use your tank moves. Do you want to use it on map 1 to try to get an early lead, or save it for a later map? I think you should try playing on it in a scrim before judging it because I want feedback on that feature I just need feedback based on experience not predictions.
5- I just copied zonemods smoker settings, but if they don't have the instant smoker damage I can remove that.
6- Right now melee damage is 270 per swing (vanilla 300, zonemod 240), I thought that would be fine in conjunction with the plugin that forces you to switch to your gun when you get punched but if I'm gunna remove that plugin anyways I can drop it to 240.
7- I'll look into friendly fire damage.

13
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 22, 2017, 12:52:54 am »
So is this going to be a tournament of what the community wants or what you want? Because this mod is a buggy piece of shit. Zero polish and terrible mechanics, It's like old promod with a fucking sticker over the top.

Can I get a list of these bugs? Can you explain what you mean by zero polish? Which mechanics in specific do you disagree with? While I agree it's similar to old pro mod (as that was the intention), the changes I've made I'd consider to be quite a bit more than just a sticker over the top.

It definitely had bugs while we were working on it, but that's why I had it labeled as "0.x", it wasn't intended to be a finished product just something for people to play on if they wanted to and give feedback while we worked on it.

14
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: November 01, 2017, 05:51:27 am »
I will post a full change log when 1.0 is ready (about 1 week). The uzis are slightly nerfed compared to zone mod. To people who think this config is too hard, I think you might just need to play a bit to adjust. I’ve watched some old school high level players (people that used to play pro mod) scrim + pug  on this config and they were making safe rooms with good bonus, the way they played in comparison to most pugs I watch is night and day. They’re more conscious of their positioning. Obviously there’s room for improvement in the config because no config will ever be perfect, but I think this config is fairly well balanced at the moment and does a good job of challenging survivors while still giving them the tools to overcome that challenge.

15
General / Re: Promod, [e]Freak and Upcoming Tournament
« on: October 31, 2017, 06:42:21 am »

PROMOD FEEDBACK
To Jacob / Grizz / Jay: I would like to see the "normal" version of promod be exactly like the "tournament edition" except for the !mytank feature. I'm thinking tank punches and rocks should do damage to smoked survivors in both versions, for example. Thank you for bringing some of that old promod gameplay back.

I just want to clarify because I think jay misunderstood how it's going to work: There's only 1 config, Pro Mod Elite. In that config during readyup you can use !team to start a vote which will enable the tank features. There will not be any balance changes between the 2 versions.

stuff
The changelog jay posted isn't exactly final, I'm still making some small tweaks and thinking about how to improve it.

Instead of making rocks ignore godframes I'm actually just going to remove the 0.1 second smoker godframes and leave them the same for everyone else, so tank rocks arent getting a massive buff here.

I could agree to maybe looking into some other ways to "buff" survivors vs rock tanks.

I've also been making tweaks to spit damage and godframes as I've been watching pugs trying to find a right balance.

As for people moving tanks to always be in the most OP positions I agree, I talked with a few people a bit yesterday and the solution I came up with was to limit each team to moving the tank twice per campaign. That would mean you would have to think about whether you want to use the default spawn on a map to save your "tank choice" for a later map. I think that would raise the skill cap of decision making while still requiring teams to be good at every tank.

Pages: [1] 2 3 ... 135
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.