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Page 3: Camfogl config. V004! (Name and work in progress.)

Started by Bainshie on 1:26am 1/8/11. 3,857 views and 38 posts, 0 users reading, last post by shade204.

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OK we've done some testing with the config
First thing we ran into was the CI that forced us to slow down and have more eye on others with the glows missing as well

We're having the problem of both teams' tankspawn% showing as well

Also we found the tank getting in control instantly close-up to the picked spot is quite powerful, a little delay there would be appreciated.. or bringing back the 'warning' of getting in control of the tank and being able to waste your possible SI during the time

Another bug we found was that tank turned AI after 1 player control..

At first, with random teams, we didn't finish a single map
Then we thought having 25+i*5, where i= amount of survivors boomed, as realism common infected gave the extra difficulty...

We modified the amount of horde to 15+i*4, which would equal according to my calculations ~0.9 ... 2.1 the amount of confogl's horde (depending on i) - However, the difference to 25+i*5 was huge.. We were allowed to rush again without ci slowing us down..

Having played with 25+i*5, the 15+i*4 felt alot like what it was in confogl, but on the other hand it felt too easy

So next we're going to test 20+i*4 realism versus commons, which would equal (depending on which set of weapons you're running with) ~1.2 ... 3 times the confogl's horde

I think as an average people shouldn't make it, or should barely limp in to the saferoom.. And good infected play should be able to make the difference, not just tank fights.

Coming to the overpowered tank spots, we've thought of the following:
- DK2 - the area downstairs, before ladders, and after the alley and huge carnival yard, with 2 trashcans and a trucklifter in it.
- DK3 - rollercoaster and instantly after the hole where survivors have to drop down
- Parish3 - severs and instantly after getting up from there
- HR3 - From end of the field (with glows missing) all the way to getting out of elevator
- SF2 (maybe) - Start of the map before getting out of the alley to the woods

Can't think of more right now, having a blast playing it though

Costo

Edited 3 times, last edited 17/1/11 - 6:40am.
Posted on Monday, 17th January 2011
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For something interesting maybe you could allow quad caps with this config.
Posted on Monday, 17th January 2011
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Yea I've considered quad caps, though I don't want the game to turn into, 'who's better at quad capping' like L4D1 is a little.
Posted on Monday, 17th January 2011
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Quote from Bainshie on the 17th of January 2011:
Yea I've considered quad caps, though I don't want the game to turn into, 'who's better at quad capping' like L4D1 is a little.
Limit them to one time per map somehow or you could exchange a tank spawn with it for an extreme possibility if you see them as too powerful or game changing.
Posted on Monday, 17th January 2011
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Replacing tanks with quadcaps just seems like adding a crapload of randomness to the game. I think Valve removed quad-caps on purpose and I feel it is for the best.
Posted on Monday, 17th January 2011
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*EXPLOSIONS AND COOL STUFF AS A TALL MYSTERIOUS PERSON KICKS DOWN THE DOOR WHILE RIDING A TANK AND SHOOTING CHAINSAWS MADE OF LIGHTING*

I'm back!!!!!!

Ok, some people may have wondered what happened to me. University happened to me Like 500 assignments all at once + placement applications made finding time to code this a little lacking. However I finally have V4 of this thing! I will try and get the next update containing all sorts of special infected buffs and goodies next week

0.04 changes.

Removed most of the UI. Not only was it buggy, but it also meant that I had to recompile a new plugin every time I wanted to add a new map. This one will work 100% with any map that has a proper navigation flow.

Tried a different tank spawning thing. Before I was doing a lot of fancy stuff with making sure that when I called z_spawn tank auto it gave control to the right guy etc etc. Now I just call the command and hope that L4D2 knows what it's doing

Added new command cam_l4d2_ci_boomernum (default 4) this is how many extra common infected are called with each boomed suvivor.

Boomer horde now actually work with the correct Cvars (I stupidly fixed it manually at 25)

Tank spawning can now be limited on a per server basis. Tank blocking is dealt with by the tankspawns.dat file (Which can be opened in any text editor) meaning servers can add and edit tank restrictions without me having to compile a new version. By default currently the first 10% of all maps are off limits

FOR MORE ADVANCED USERS.

Each line in the tankspawns.dat file is a tank restriction in the current format

mapidentifier:minflowrange:maxflowrange.

The map identifier is a string that is unique to the map. For instance C1M1
Minflowrange and maxflowrange is a number that defines the starting and ending values of the current restriction. Every map has a flow distance, with 0 being the start, and increasing towards the end (Each map has a different ending number) If you want to find out the flow distance of a point in the map, go into versus mode, type !tankpick to go into tank picking mode, go to the specified position, and type !tankhere. It should generate the following message.

Successfully picked tank at XXX

XXX is the current flow distance.

Enjoy the patch, and again any feedback is always appreciated.
Posted on Saturday, 5th February 2011
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EDIT: I thought that Tank speed was 225, not 210, my bad~

Otherwise I think that this config would be awesome to have, do you think you could manage to make it so that the rup system has a match go live after round restarts rather than by a countdown? That way people can't find all the items on a map in spec as infected?

Edited once, 6/2/11 - 6:15am.
Posted on Saturday, 5th February 2011
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dude ur config sucks just stop trying
Posted on Sunday, 6th February 2011
 
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Page 3: Camfogl config. V004! (Name and work in progress.)