Closed Target5150 closed 3 years ago
map 2 bright sun
I cant find fliter:
in the files, so I'm assuming this is something on your end that went wrong, unless you went out of your way to type it over manually rather than copy paste 😄
So...Should it remove static tank, or keep static tank?
Every config has it set to remove the static tank, but NextMod (which I'm not going to touch with a stick until after @spoon-l4d2 updates it) hasn't removed the quake_trigger
so I'll keep the static tank in there.
Is the intention to remove the bright blinding light in the tunnel at the beginning or to just remove the sun in general?
If it's intended for the blinding tunnel light, then it should be changed to:
filter:
{
"classname" "env_lightglow"
}
It's the only env_lightglow on the map. Tested on my server and it works.
map 2 bright sun
I cant find
fliter:
in the files, so I'm assuming this is something on your end that went wrong, unless you went out of your way to type it over manually rather than copy paste 😄So...Should it remove static tank, or keep static tank?
Every config has it set to remove the static tank, but NextMod (which I'm not going to touch with a stick until after @spoon-l4d2 updates it) hasn't removed the
quake_trigger
so I'll keep the static tank in there.
filter:
; --- remove ash particle effects
{
"classname" "func_precipitation"
}
; --- Remove static tank
{
"targetname" "quake_trigger"
}
; ---remove the event
{
"targetname" "bridge_clip"
}
{
"targetname" "barrier"
}
{
"targetname" "bridge_murette"
}
; --- remove bright sun
{
"classname" "env_sun"
}
; --- allow tanks to spawn anywhere
{
"hammerid" "3172954"
}
fliter on the top, I've add "..." between fliter and the "targetname/classname/hammerid" on purpose.
Btw, I see the new commit , the nextmodpug also using nextmod stripper, I think it should doesn't need remove _static_tank_map c13m2southpinestream.
Is the intention to remove the bright blinding light in the tunnel at the beginning or to just remove the sun in general?
If it's intended for the blinding tunnel light, then it should be changed to:
filter: { "classname" "env_lightglow" }
It's the only env_lightglow on the map. Tested on my server and it works.
I forgot describe my doubt, same with you. Is that just removed the sun in genaral or remove the blinding sun in tunnel.
I was referring to the misspelled fliter
in the issue report, which made me look for wrongfully spelled filters.
I assume the original intent was to remove the blinding light, I'm guessing no proper testing was done 😄
I've gone ahead and removed NextModPug entirely as it'll be removed in the upcoming NextMod update either way.
Is the intention to remove the bright blinding light in the tunnel at the beginning or to just remove the sun in general?
If it's intended for the blinding tunnel light, then it should be changed to:
filter: { "classname" "env_lightglow" }
It's the only env_lightglow on the map. Tested on my server and it works.
👍
I know that was not popular map in L4D2 matchmode , but the problem existed.
Kimchi's stream record time:1:20:15(map 2 bright sun) 1:21:40(map 2 tank) and 1:51:25(map 4 escape tank)
the map 2 bright sun: is it my misunderstand? Look like bright sun had been removed, but not effect.
the map 2 no tank spawn: Can found this in stripper: not only in Zonemod, other mode also had this problem except nextmod.
and all config had set:
static_tank_map c13m2_southpinestream
So...Should it remove static tank, or keep static tank?
And, the map 4 escape tank should it remove like Parish finale escape tank?(I don't know is it existed on old version L4D2 matchmode)