SirPlease / L4D2-Competitive-Rework

Just refreshing and optimizing the core files a bit, eh?
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Spawn order bug #398

Closed lunatixxx closed 2 years ago

lunatixxx commented 2 years ago

We just had two jockeys at same time on CEDA after that someone crashed as tank. Had double smokers on my serv too while a tank fight.

lunatixxx commented 2 years ago

I gave another try on my server and it mess infecteds even before a tank, have two chargers or jockey at same time. I got everything it need to make it work normally.

SirPlease commented 2 years ago

Do you mean after @jensewe 's improvements or without it?

lunatixxx commented 2 years ago

Even before the actual version i had problems like that, not sure what causes it. But i never could get a quad cap.

Krevik commented 2 years ago

Even before the actual version i had problems like that, not sure what causes it. But i never could get a quad cap.

Quad cap issue may be related to your l4d2_dominators settings. Quick comment: In the previous version on my custom config using l4d2_fix_spawn_order I had problems with double infected spawns. An update to a new l4d2_fix_spawn_order version fixed it - till this day I do not know what other plugin was causing the problem on my server. New version works perfectly BUT it had problems working correctly with some plugin. After some "debugging" I found out that it probably messes with https://forums.alliedmods.net/showthread.php?p=2712082 (tank pass plugin) which I don't use anymore. However I thought, maybe you're using that plugin too so here may be 2nd source of your problems. Of course I miss tank pass, therefore I would like to post my question here - do you maybe know how can I easily fix spawn order or tank pass plugin to be compatible with each other?

jensewe commented 2 years ago

New version works perfectly BUT it had problems working correctly with some plugin. After some "debugging" I found out that it probably messes with https://forums.alliedmods.net/showthread.php?p=2712082 (tank pass plugin) which I don't use anymore. However I thought, maybe you're using that plugin too so here may be 2nd source of your problems. Of course I miss tank pass, therefore I would like to post my question here - do you maybe know how can I easily fix spawn order or tank pass plugin to be compatible with each other?

Thinking that the version in my PR should handle this flawlessly, judging by code. Well it's still confusiing that what version you're actually using. Tank Pass isn't gonna be a topic for current competitive scene. Therefore I won't cover this one until later or actual move from configs. Though it would be appreciated if info is provided with cvar "sackorder_debug" on while reproducing the bug.

lunatixxx commented 2 years ago

"l4d2_dominators", "53" And no i am not using tank pass.

jensewe commented 2 years ago

"l4d2_dominators", "53" And no i am not using tank pass.

"53" simply indicates no quad-cap available. Sack order accepts "0" only to enable quad-cap.

lunatixxx commented 2 years ago

Even worst somehow, even disabled it breaks the spawns.

jensewe commented 2 years ago

Well broken spawns are not related to how "l4d2_dominators" is set. It only serves as a toggle for quad-cap. As far, the most possible way to mess up SI queues is spectating the moment survivor leaves saferoom (usually happens due to auto-respec). Sometimes seeing double print of "tank selection" at start implies broken spawn queue. If your case doesn't match, it would probably be some other plugins' flaw.

And, I'm still confused that which version of l4d2_fix_spawn_order you are using, #447 or current one?

lunatixxx commented 2 years ago

If bots fill the empty SI slot, could that break the spawns?

jensewe commented 2 years ago

If bots fill the empty SI slot, could that break the spawns?

The class of the spawned bot is not controlled, but pushed into the spawn queue when it dies. So it's a yes.

lunatixxx commented 2 years ago

Ok but you do not have the choice to have a bot dying when you leave tank to AI in all cases so.

jensewe commented 2 years ago

Ok but you do not have the choice to have a bot dying when you leave tank to AI in all cases so.

It's an exactly excluded case, and it's known that many matches had tank AIed without spawn issues. I meant natural bots of regular SI (non-boss) dying would mess up spawn queues, like director_allow_infected_bots = "1".

lunatixxx commented 2 years ago

Ignoring bots into the process should be possible.

Krevik commented 2 years ago

If that anyhow helps, I have been testing pullrequest proposed by @jensewe for few weeks on my server now, and it seems to work perfectly even with presence of tank pass plugin.