romainrg / confogl

Confogl L4D2
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WAY too many items at the moment? #60

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
I already created a thread about this on steam forums, as it seems to be a 
general issue: http://forums.steampowered.com/forums/showthread.php?t=1266365

In short, at the moment theres a ridiculous spawn of items, anywhere you 
look, you will find an item, be it pills, pipebomb, melee weapon...

Even with the latest confogl (Confoglv2.1.6-ESL.zip) it doesn't change 
really, and confogl is supposed to reduce the item density...

No sure if there have been so many items on vanilla at launch, but right now 
it's ridiculous, even with confogl.. :(

Original issue reported on code.google.com by Dynastic...@googlemail.com on 24 May 2010 at 3:55

GoogleCodeExporter commented 8 years ago
I've noticed this too but particularly on Swamp Fever. I've scrimmed Swamp 
Fever a
lot lately in preparation for a ladder match and we've seen up to 15 sets of 
pills on
maps 2/3 most of which we aren't able to use because we keep chugging them. In
contrast I played a game of Parish last night and found only 1 pills and 1 
adren on
map 3 and 4, searching meticulously. Not sure why pill density isn't translating
across different campaigns.. :/

Original comment by phil...@gmail.com on 27 May 2010 at 2:33

GoogleCodeExporter commented 8 years ago

Original comment by phil...@gmail.com on 27 May 2010 at 2:34

GoogleCodeExporter commented 8 years ago
The inconsistent item numbers has to do with:
1) Some of the pills are static medkits converted to pills, so even with a pill 
density of zero, these pills will still exist.
2) On some maps the director likes to group items together so when it spawns 
one 
item, it is likely to spawn a few others around it regardless of the density.
3) The item densities are all set to 1 item per 100 yards.  This means in a 100 
yard 
section you should find 1 pain pill, 1 adrenaline, 1 molotov, 1 pipe bomb, 1 
vomit 
jar PLUS the static throwable spawns, static temp health spawns and static 
medkits 
converted to pills.

I am reluctant to lower the density number any lower because some maps that 
have a 
small number of static item spawns (like Parish 3/4) will have almost no items 
while 
maps that have a plethora of items wont be greatly affected by the lower item 
density.  After a back-end rewrite that we are looking into, we should be able 
to add 
a feature that lets us set V tovs, W pipes, X biles, Y pills, Z adrenalines per 
maps 
but that is still a bit away unfortunately.

Original comment by Canada.R...@gmail.com on 27 May 2010 at 2:56

GoogleCodeExporter commented 8 years ago
How about using Stripper:Source? 

It is being used in the L4D1 competitive config, Rotoblin, to remove fixed pill 
spawns, maybe it could also be used here...

http://code.google.com/p/rotoblin/wiki/Installation

Original comment by Dynastic...@googlemail.com on 29 May 2010 at 7:59

GoogleCodeExporter commented 8 years ago
Any progress on this?

Because I think the masses of pills, molotovs, pipebombs etc are really a big 
issue for competitive L4D2...

(L4D1 Rotoblin item density is <3)

Original comment by Dynastic...@googlemail.com on 28 Jun 2010 at 9:53

GoogleCodeExporter commented 8 years ago
Issue 84 has been merged into this issue.

Original comment by Canada.R...@gmail.com on 13 Sep 2010 at 1:00

GoogleCodeExporter commented 8 years ago
Issue 80 has been merged into this issue.

Original comment by Canada.R...@gmail.com on 13 Sep 2010 at 1:01

GoogleCodeExporter commented 8 years ago

Original comment by Canada.R...@gmail.com on 13 Sep 2010 at 1:01

GoogleCodeExporter commented 8 years ago
Attachment: Patch for item tracking module. Also adds some features to mapinfo 
and extra pieces for constants/functions.sp

I don't have much time to test so I figured I'd post it here for whoever.

Original comment by prodigysim@gmail.com on 16 Sep 2010 at 4:07

GoogleCodeExporter commented 8 years ago
Basic info:
confogl_<itemname>_limit are the cvars to set item limits.

They can be overridden on a per-map basis by adding an ItemLimits section under 
the map section in mapinfo.txt.

See code for details for now. Documentation will come.

Original comment by prodigysim@gmail.com on 16 Sep 2010 at 4:20

GoogleCodeExporter commented 8 years ago
Doesn't seem to work at all.  It doesn't limit items for the first team and 
then it removes all items from the second team without replacing them.

Original comment by Canada.R...@gmail.com on 16 Sep 2010 at 7:50

GoogleCodeExporter commented 8 years ago
Patch v2.

I've got it to limit spawns on round1. Not sure if it's handling them properly 
on round2.

This version needs cvars :
confogl_enable_itemtracking 1 // enable the module
confogl_itemtracking_savespawns 1 // keep spawns consistent between both rounds

If you set savespawns to 0, it will do the same thing on both rounds (which 
should work). If you set savespawns to 1, it will kill off all existing items 
and respawn the items from round 1 (not sure if it's working).

Sorry I don't have much time to actually work on this today. c2m5 seems to be a 
good test map--large number of items with low number of spawn points.

Original comment by prodigysim@gmail.com on 16 Sep 2010 at 10:11

Attachments:

GoogleCodeExporter commented 8 years ago
Turns out some of the weapon_X_spawns don't have models on their own or 
somesuch. Had to switch to using weapon_spawn and setting ID.

*Round1 Limiting - TEST OK
*Round2 Limiting - should be OK
*Round2 Consistency - TEST OK
*Mapinfo.txt overrides - Needs testing

Original comment by prodigysim@gmail.com on 17 Sep 2010 at 4:26

Attachments:

GoogleCodeExporter commented 8 years ago
I've tested this and the fix is working perfectly.
The items spawns were completely the same for both teams.

However, I think there are still too many items such as in c5m3.
We probably need to limit items more for a good game.

Original comment by yumyudai on 17 Sep 2010 at 12:17

GoogleCodeExporter commented 8 years ago
If you set confogl_<itemname>_limit # it should limit it to a max of that 
number so that would fix too many items on any map. (Ex. confogl_molotov_limit 
1 would make it so there is only one molotov each round).

Original comment by Canada.R...@gmail.com on 17 Sep 2010 at 3:12

GoogleCodeExporter commented 8 years ago
Just played a scrim with this and it seems to be working perfectly.

Original comment by Canada.R...@gmail.com on 19 Sep 2010 at 6:06

GoogleCodeExporter commented 8 years ago

Original comment by prodigysim@gmail.com on 9 Oct 2010 at 6:52