Tsuey / L4D2-Community-Update

Help us shape the potential future of L4D2 vanilla.
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Clipping rework & other changes #479

Closed MrFailzz closed 6 months ago

MrFailzz commented 6 months ago

By submitting, I acknowledge the topic has been discussed (issues or elsewhere), that I know what is required of compiled assets (CONTRIBUTING.md -> Coordination), and if these are text or script files I'll submit un-modified live game files first.

What exactly is changed and why?

Moved many clips and exploit blocks to competitive modes only. Improved several exploit blockers to block things off better and be less intrusive. LMP changes to remove irrelevant clips or clips made redundant by VScript fixes. Added some props to OOB areas to allow players to get out if they managed to get stuck. Added back several legacy godspots on holdout finales for non-competitive modes only (VScript changes). Added changes that were missing from Last Stand Refresh repo.

Continuation of rollback on aggressive player clipping and exploit fixes in order to allow more freedom for players in casual modes.

Is there anything specific that needs review? (Consider marking as a draft.)

Organization can be improved by moving some changes (eg. some clips that spawn in all competitive modes could probably be moved to PVP only as they may be irrelevant to survival), and playtesting more thoroughly.

Does this address any open issues? (Remember to use keywords.)

No.

Nesciuse commented 6 months ago

Did you seriously just snuck a god spot into c2m5 nav ? Is this a joke ?

MrFailzz commented 6 months ago

Nothing was "snuck in" and any godspot that was added was listed here. https://github.com/Tsuey/L4D2-Community-Update/pull/479/commits/2f4424516da0f1f8cb67f7a815a6855ed6e0fd78

Nesciuse commented 6 months ago

Apologies I checked the nav before I read the changelog. But then it's even worse since you are seriously suggesting adding god spots to the finales.

Tsuey commented 6 months ago

Great documentation and work @MrFailzz especially with getting us up sync with Last Stand Refresh, saved me lots of heartache. If you have anything else to add/change, please submit a follow-up!

@Nesciuse We still have a ton of work to do with documenting the navmesh updates to the changelog, as nav_compare alone was never going to cut it. I do have to remind everyone that the TLS update was roughly over a year of development and Valve scrutinized those changes while they were happening -- whereas this repo remains a holding area for future, smaller patches such as The Last Stand Refresh, where changes were kept minimal so they could be quickly scrutinized.

Until we evaluate this repo for another smaller patch, Failzz' PR actively aims to serve the speedrunning community, and we will wholly respect that, as we're here to serve and not treat L4D2 as our own mod. The Refresh patch itself offered plenty of TLS map-related reverts of its own, and we need to always keep in mind that we may need more depending on feedback, and some of that post-TLS outreach can be found here, and originally here, with more always welcome.

JuggerLeft commented 3 months ago

Pretty sure that speedrunners would still use older versions for the purpose of speedrunning, adding godspots on purpose sounds weird

alexiscoutinho commented 3 months ago

I strongly disagree with adding God spots to nav by disconnecting nav areas. It's one thing to remove invisible walls that block players from reaching an undesirable location, there's always that argument of realism and promoting freedom. But disconnecting stuff is objectively making the nav worse to please a small community in detriment of everyone else who might accidentally/legitimately jump there, or simply in detriment to anyone who doesn't want people griefing finales when everyone else dies in a normal playthrough. It's promoting a bad practice in nav creation. If speedrunners prefer broken nav versions, then let them knock themselves out. We shouldn't be obliged to make their lives more convenient. Actually, why not just make a speedrun switch in the code that toggles all these new God spots. I wouldn't have any problems with it. Speedrunners could activate it through an addon script for example (Speedrun tools, whatever). But at least the casual or every other coop, realism, or mutation based on coop/realism player would benefit from pristine/fixed nav.

alexiscoutinho commented 2 months ago

Continuation of rollback on aggressive player clipping and exploit fixes in order to allow more freedom for players in casual modes.

I know no malice was intended, but taking that comment at face value could be mildly offensive since it implies all coop and realism mode, in fact base mode, players are casual, which is absolutely NOT the case.

JuggerLeft commented 2 months ago

If the point is that it's for speedrunning don't godspots actually take away from that by drastically lowering skill requirement and also possible time optimization? It's just a "stand here and win" kind of situation, adding godspots sounds like a really odd choice