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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
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
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
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
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
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
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
[deleted comment]
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
[deleted comment]
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
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
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
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
> 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
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
>> 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
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
Hasn't fixed mine. Playing it right now :(
Original comment by nzbis...@gmail.com
on 27 Apr 2010 at 2:45
[deleted comment]
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
Original comment by prodigysim@gmail.com
on 9 Oct 2010 at 6:51
Original issue reported on code.google.com by
MrZer...@gmail.com
on 21 Apr 2010 at 4:58