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l4d2-comp-stripper-rework's Issues

Dead Before Dawn M5 Block Ceiling

29:33
https://www.twitch.tv/videos/1658138472

{
	; prevent survivor from jumping on the ceiling
	"BlockType" "1"
	"initialstate" "1"
	"mins" "-448 -2617 0"
	"maxs" "0 0 100"
	"origin" "609 2224 -769"
	"classname" "env_player_blocker"
}

{
	; prevent survivor from jumping on the ceiling
	"BlockType" "1"
	"initialstate" "1"
	"mins" "-1257 -1711 0"
	"maxs" "0 0 100"
	"origin" "207 1320 -769"
	"classname" "env_player_blocker"
}

{
	; prevent survivor from jumping on the ceiling
	"BlockType" "1"
	"initialstate" "1"
	"mins" "-1577 -2621 0"
	"maxs" "0 0 100"
	"origin" "437 2224 -445"
	"classname" "env_player_blocker"
}

c2m3 coaster fence jesus spot

Standing on the fences at the first coaster ramp on c2m3 is a jesus spot, as these fences were originally blocked by Valve's commentary blockers so there is no nav mesh here, the nav connection here is a "one way drop" so commons can't path to it.

Ideally, the solution would be to stop players from being able to stand on these fences AND prevent them from using the fences to skip the first half of the coaster

c5m3 sewer fall damage

  • this location will cause 5 fall damage to survivors

GIF 2021-08-23 11-17-05

add:
; --- Prevent sewer fall damage
{
	"classname" "logic_auto"
	"OnMapSpawn" "no_fall_damage,AddOutput,mins -32 -32 -32,0,-1"
	"OnMapSpawn" "no_fall_damage,AddOutput,maxs 32 32 32,0,-1"
	"OnMapSpawn" "no_fall_damage,AddOutput,boxmins -32 -32 -32,0,-1"
	"OnMapSpawn" "no_fall_damage,AddOutput,boxmaxs 32 32 32,0,-1"
	"OnMapSpawn" "no_fall_damage,AddOutput,solid 2,0,-1"
}
{
	"classname" "trigger_multiple"
	"origin" "4216 312 -160"
	"targetname" "no_fall_damage"
	"filtername" "filter_survivor"
	"spawnflags" "1"
	"OnStartTouch" "!activator,IgnoreFallDamageWithoutReset,1,0,-1"
}

Dead before Dawn small QoL Improvements

Map 1

Tanks on map 1 after around 45% always get AI'd by running back to the saferoom since there is no good place to fight them forward, I think anything after 45% should be banned.

Another potential solution which would require more work could be to block off the right side path with something like a fence/truck/bus.

With the early tank it could be too easy to bring in too many hittables, the car on fire should probably be made non-hittable to compensate, so the tank would have to bring the alarm car in from further away.

image

Another possibility is to also move the dumpster located after the alarm car to a more favorable spot for the Tank.

image

image

In the house after the broken down helicopter, common and SI can break the wooden planks covering the door with many hits, allowing the survivors to cut through the stairs choke. There should be a prop added or the planks should be made unbreakable to prevent this.

image

Map 3

Probably the most important change: With the 2 damage/hit commons, the time needed to close the door on the event on map 3 should be reduced to 4 or 5 seconds. With a good sack rotation you can literally delay the survivors forever making them at minimum lose half their HP but potentially killing them, with still a very long map (and potentially tank) ahead.

Relevant line: https://github.com/Derpduck/L4D2-Comp-Stripper-Rework/blob/master/cfg/stripper/maps/l4d_dbd2dc_clean_up.cfg#L130

It would be a good idea to add a prop/extend the ladder on the vent drop to allow the Tank to climb back over without having to go all the way around the vent, in order to give the Tank a bit more time to catch up to the survivors, reducing the potential for AI. It would also make it a bit nicer for newer players since the alternative way around is a bit of a maze.

image

There could be a prop added in order to climb back over the wall after the holdout event, this would allow slow survivors to make it back without having to go all the way around (which enables the Tank to cut them off 100% of the time.)

image

The skip over the trash bags at the end should be blocked since it allows the Survivors to skip a choke at the corner.

image

SI can spawn in a few spots in the end saferoom by jumping on the vending machine and table (potentially on the sofas too).

image

Maybe one issue in C1M3

Sometimes the alert door can be destroyed by tank's punch or survivor's weapon, and the rest of the path will no longer spawn the elevators because of that. I don't know where the problem might be in, so can you lend a help? It will be appreciate of you if you can deal with the issue.

C6M1 syntax

duplicate code
line 113~134

{
	match:
	{
		"targetname" "caralarm_4-caralarm_light1"
		"origin" "3422.15 2843.06 69.031"
	}
	replace:
	{
		"origin" "3438.15 2843.06 73.031"
	}
}
{
	match:
	{
		"targetname" "caralarm_4-caralarm_light1"
		"origin" "3422.15 2843.06 69.031"
	}
	replace:
	{
		"origin" "3438.15 2843.06 73.031"
	}
}

OnMapStart does not fire when a chapter is restarted

OnMapStart is fired when the map finishes loading or the 2nd round starts, this is used by logic_auto entities to automatically perform some tasks, such as removing entities, or setting dimensions for entities.

Using the command mp_restartgame I noticed that this didn't seem to fire correctly, and some clips were still left in the map that should have been deleted (tested c1m2).

I believe that mp_restartgame is a bugged command and doesn't function correctly, at least for L4D2. But this problem could potentially happen using the regular restart chapter vote and cause major issues.

some bugs on "No Mercy: Rehab"

Hi derp, nice map, found some bugs, hope this is the right place to report them

chapter 2

is this surface suppose to be obscured?
the surface

chapter 3

if tank punch a gas pump it will disappear after some time like a car, and poor survs will not be able to start the event
tank vs pumps

if bots are passing the map on their own they will get stuck on these boxes, ofc you can takecontrol and lead them, but they will not find the way on their own
bots vs boxes

chapter 4

bots constantly getting stuck on this ladder, it's not impossible to climb there, but bots dont like it
climbing problems

Some unbreakable door on map

Example:
20220523205327_1
20220523205406_1

Refer the Diescraper chapter 3 start elevator, survivor just go in those room and AI the tank.
The example screenshot is on DBD chapter 3
And I found same door on Suicide blitz 2 chapter 3, but you can't close after you open it, the DBD m3 you can close and open.
I guess not only those, maybe need care if other map same door existed.

Single-pickup primaries have no reserve ammo

Server bases Zonemod 1.9.9 from Competitive Rework with this repo. Happened on c1m1 as well as c4m1, at whose start there're manually spawned primaries. I have no idea whether this is intended.🤔

[REQ] Dniepr balance patch

Map 1 ->
-Add ammo pile in scavenge area.
-Make fuses spawns not random ?

Map 2->
-Add ammo pile after first alarm event, and one before elevator event.
-Make pills and weapon spawn not random.

Map 3 ->
-Two tanks, remove scripted one after scavenge event.
-Make wheel and batteries spawns not random ?

Map 4 ->
-Remove stupid invisible wall? And make it spawn once everyone dropped into the finale area.
-Holdout was a little too long, bad commons navigation surely.

edit: It seems that this campaign have to many custom stuff, some original sounds disappear sometimes.

Hittable "atomizers" will removed hittables while tank is still alive/not AI

This behaviour works for vanilla because hittables get removed if tank hasn't hit them for 60 seconds anyway, but in competitive hittables should never disappear while the tank is alive.
If tanks end up leaving a hittable on top of an atomizer trigger it will be deleted after 60 seconds.
These triggers should be disabled while tank is alive and in human control.

c5m4_quarter can't cross the plank after the event is finished

; --- Make Valve's blocker that prevents skipping the event early last for 30 seconds after the event is triggered
modify:
{
match:
{
"targetname" "tractor_start_relay"
}
delete:
{
"OnTrigger" "landing_blocker�Disable��0�-1"
}
insert:
{
"OnTrigger" "landing_blocker,Disable,,30,-1"
}
}

c7m1 tank punches are delayed

Reports that since TLS update the train car tank on c7m1 has "delayed" punches, particularly on high ping. Still not verified if this is actually the case, but it is likely to be a server/config issue but is potentially related to the map and worth looking into.
It's also reported that holding +attack instead of just clicking does not have a delay, this needs to be verified also as this could be a ping issue with how commands are sent to the server.

There is no obvious cause I can find in the logic of the map that would change tank punching.

Here is a video showing the reported delay, but there is no point of comparison on other maps on the same server or any kind of normalized testing method to measure the delay: https://www.youtube.com/watch?v=l7kgp_ydWYA

I did a comparison on a local server, the bottom 2 videos are using net_fakelag 60:
https://www.youtube.com/watch?v=cBRGKnxR-6s

3 potential causes I can see for this so far:

  • The train car tank model behaves differently to the regular tank
  • Tank is spawned using info_zombie_spawn
    • We use this method to spawn additional tanks on c1m4 and c5m5, so they will serve as good testing points.
  • thesaccing.vpk is used by competitive servers to combine The Passing and The Sacrifice campaigns, while this is a very simple addon that simply overrides the campaign6 mission file, it has the potential to create issues.
    • The section for c7m1 is actually missing this line: "TankArmsVariant" "models\v_models\weapons\v_claw_hulk_dlc3.mdl" which sets the viewmodel for the tank's arms, this should only be visual but it's worth looking into.

It could also just be some config/server related jank, but I don't see how that would affect only this tank.
The current Stripper file for the map in Zonemod does have something to fix an exploit related to the tank, but it's unclear to me what this actually does.

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