Tsuey / L4D2-Community-Update

Help us shape the potential future of L4D2 vanilla.
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Reimplement viewmodel legs #337

Open Sammy-0 opened 1 year ago

Sammy-0 commented 1 year ago

Suggestion

A while ago, I saw a reddit post by Tsuey talking about the legs, and referred to a script that made them work. While it worked, it was not viable due to it relying on Sourcemod. It was suggested that it may be possible via VScript, though not likely. Two years later, this was done by a guy named Shadowysn(https://steamcommunity.com/sharedfiles/filedetails/?id=2865107042) Even if it may not be perfect enough to be implemented for good, I'd like to hear the team's thoughts on this now that it can viably be implemented.

alexiscoutinho commented 1 year ago

Sadly, that addon conflicts with others that set a survivor think function...

CootieDwagon commented 1 year ago

how would legs conflict with survivors "think" function? I'm actually curious about that

Nesciuse commented 1 year ago

Only one think function can be used per entity. So I assume that addon is using a think function on survivors and thus interfering with other addons that use think function on survivors (which makes other addons also wrong for using the think function on survivors) I would argue that the only way of using a think function where you can't be blamed for creating a conflict is by scripts or map logic of a custom campaign if that makes sense

alexiscoutinho commented 1 year ago

If I recall correctly, that addon adds the think to an entity parented to the survivor, but the issue is still the same.

Nesciuse commented 1 year ago

I don't see how the issue is still the same. If the think function is in an entity (spawned by the addon) parented to survivor there is no conflict with think function.

Shadowysn commented 1 year ago

I set the think function directly on the legs entity as I was definitely worried of think conflicts. Not sure why alexiscoutinho's encountering problems with thinks not working. 😅 I recall someone named Raterix claimed they made a separate private legs plugin and called Lux's public one unoptimized, and the current issue I have with my legs mod is not deviating from Lux's think methods and finding a better way to handle them. Not sure how truthful Raterix's claim is, but the legs mod definitely does need a rework anyway. (Raterix post is here)

Tsuey commented 1 year ago

Even if it may not be perfect enough to be implemented for good, I'd like to hear the team's thoughts on this now that it can viably be implemented.

At 350k subscribers, Shadowysn's addon speaks toward the extreme demand for legs. It also speaks to the fact that anyone can enable / disable the addon whenever they want, so the toggle is built-in via the Workshop.

Official implementation is always going to fall to the requirement that it must have a toggle in the options menu. As awesome as it would be to get VScript legs into the game, it's always going to come down to this problem, which the Workshop has solved. Looking into adding VScript legs to the L4D1 Mutations someday is the most we could ever do here.

That leaves C++ which is a different story. Less workarounds, support for legs regardless of the server you're on, getting them to the quality of Counter-Strike 2 legs, etc. would be the big benefits there -- and a huge ask from Valve in a space where we need to prioritize bugs/exploits.

alexiscoutinho commented 1 year ago

@Shadowysn Try running the mod with a mutation that sets think functions, like Realism Death's Door (and check if the health effects are correctly applied). When I tested it back then, I concluded that the survivor ent must have been inheriting the think function of the legs...