MatthewClair / confogl

Automatically exported from code.google.com/p/confogl
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Support for the L4D2 DLC, The Passing #41

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
Might as well add this now. The Passing is coming to PC the 22. April
(Tomorrow as of this post) and it will include at least 2 new weapons.

The golf club (clob anyone?) and the M60 (new tier 3 weapon / super weapon)

What needs updating in confogl before it can be used with The Passing?

MapInformation.sp will need the new coordinates for medkit locations and
finale.
WeaponInformation.sp will need the new weapons id and static spawn names
(weapon_spawn id and weapon_m60, most likely).
Anything else I have forgotten?

Meanwhile, lets bundle all the bugfixes and features and get ready for the
next confogl release.

Original issue reported on code.google.com by MrZer...@gmail.com on 21 Apr 2010 at 4:58

GoogleCodeExporter commented 9 years ago
I know its not for discussion - but $5 says a lot of stuff you guys have done 
breaks,
hard (I was chatting to phil about it last night).

:(

Original comment by geoff.ki...@gmail.com on 21 Apr 2010 at 11:33

GoogleCodeExporter commented 9 years ago
Maybe something will need to be added to deal with the new uncommon common 
dropping 
medkits, molos etc?

Original comment by sarahnor...@gmail.com on 21 Apr 2010 at 12:18

GoogleCodeExporter commented 9 years ago
They will probably add some new events including uncommons dropping stuff, or 
the
current weapon_drop event will work with uncommons.

Original comment by MrZer...@gmail.com on 21 Apr 2010 at 12:50

GoogleCodeExporter commented 9 years ago
All tanks spawned in the finale of the passing is currently A.I controlled in 
vanilla
config. 

A.I tanks often acts up and go for punches on a already incapped survivors etc, 
so I
personally think the tanks should be player controlled for balancing purposes 
and to
make the game more fair. 

I know that it will be hard on the survivors because of the many hitable cars 
and
whatnot on the finale, but there actually are plenty of covered spaces and 
rooms to
cover in so I don't see why it should be a problem to have player controlled 
tanks. 

Original comment by maroll...@gmail.com on 23 Apr 2010 at 10:23

GoogleCodeExporter commented 9 years ago
Its a bug with the finale and should be fixed with Valve's newest update 2.0.1.4

Original comment by Canada.R...@gmail.com on 24 Apr 2010 at 2:03

GoogleCodeExporter commented 9 years ago
We need both 2.0.1-ESL and the beta updated as quickly as possible. Thanks on 
forehand.

Original comment by egor1...@mail.ru on 24 Apr 2010 at 12:58

GoogleCodeExporter commented 9 years ago
Confogl works fine on the old maps with the new SM/MM and l4downtown/sdkhooks. 
You 
should update your package with at least these now.

I don't know if the spectator slots works, but everything else is fine.

Original comment by prodigysim@gmail.com on 25 Apr 2010 at 2:02

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
I know about that, i just joined the new map and thought that confogl didn't 
work :D 
too fast on my decisions.

Original comment by egor1...@mail.ru on 25 Apr 2010 at 10:00

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
Argh, the spawn radius increase is a PAIN IN THE ASS. Is there a way to 
incorporate 
that into your current betas? Make it a standard for CONFOGL.

At this rate, a Pro vs Pro team match is meaningless. Having to spawn so far 
away 
will just increase the survivors' chances to reach saferoom; imagine the 
boomer, I 
don't think it will have any chance even with distraction from his teammates; 
any 
pro teams worth their salt would have annihilated the distraction AND the 
boomer 
given the distance. What is Valve thinking?

And also, I don't know if you notice it, but I feel that the boomer stumble 
more 
than it was before THE PASSING. Now, it stumbles like it was in L4D, very 
bad...can 
this be changed in CONFOGL?

Original comment by acextrem...@gmail.com on 25 Apr 2010 at 7:01

GoogleCodeExporter commented 9 years ago
Is that huge spawn radius stuff a valve bug? It seem that sometimes we get it 
and 
sometimes we don't.  Restarting the server fixed it for the game we just played 
on 
carnival.

Original comment by sarahnor...@gmail.com on 25 Apr 2010 at 7:56

GoogleCodeExporter commented 9 years ago
On the spawn radius: I'm pretty sure this is a valve bug. I've seen it happen 
on a 
variety of servers.
The game starts doing things "campaign mode" style--larger spawn radius, longer 
SI 
stumbles (from melee). It's pretty ridiculous. Having confogl fix the spawn 
radius 
would be easy, but unless we know exactly what the problem is, the SI stumbles 
and 
whatnot will still be an issue.

Original comment by prodigysim@gmail.com on 25 Apr 2010 at 9:37

GoogleCodeExporter commented 9 years ago
If Valve hasn't fixed this in a few days I'll look into applying the finale 
spawn 
radius fix to the entire match, but hopefully Valve will get it sorted out soon.

Original comment by Canada.R...@gmail.com on 25 Apr 2010 at 9:42

GoogleCodeExporter commented 9 years ago
> The game starts doing things "campaign mode" style--larger spawn radius
It's a bug related to sv_cheats 0 in your config.

Original comment by egor1...@mail.ru on 26 Apr 2010 at 6:04

GoogleCodeExporter commented 9 years ago
I can't get Confogl to work at all :(  I'm on the latest snaps of MM+S and SDK 
Hooks, 
and I got the most recent Beta for COnfogl, but there is no response form the 
confogl.cfg at all, it's like its not on the server.

I had this working before the Passing released, so I think I know what I'm 
doing.  
Any ideas?

Original comment by mischiev...@gmail.com on 27 Apr 2010 at 11:13

GoogleCodeExporter commented 9 years ago
>> The game starts doing things "campaign mode" style--larger spawn radius
>It's a bug related to sv_cheats 0 in your config.
Please explain - I have the same problem of huge spawn radius, and can't work 
out how
to fix it.

Original comment by nzbis...@gmail.com on 27 Apr 2010 at 11:29

GoogleCodeExporter commented 9 years ago
nzbiship - Have you checked since the valve patch from a few hours ago? It 
seems to 
have fixed the spawn radius on my server.

Original comment by sarahnor...@gmail.com on 27 Apr 2010 at 11:54

GoogleCodeExporter commented 9 years ago
Hasn't fixed mine. Playing it right now :(

Original comment by nzbis...@gmail.com on 27 Apr 2010 at 2:45

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
2.1.6 should fix all the medkits and health items, etc plus remove the M60.  I 
haven't 
had the spawn radius problem at all since the latest Valve update.  As far as I 
can 
tell everything is working for the passing so I'm marking this as fixed.

Original comment by Canada.R...@gmail.com on 28 Apr 2010 at 2:52

GoogleCodeExporter commented 9 years ago

Original comment by prodigysim@gmail.com on 9 Oct 2010 at 6:51